Is it really worth it to work with only blueprints?
So, I'm joining a blueprint-only project (some critical parts are in C++, but that's it) and will actually get to make technical decisions in the long run, even though I don't have a lot of experience with the engine itself. I'm wondering whether it's going to be worth it to continue with a blueprint-only philosophy or introduce C++ for new features. The game is not specially complex so Blueprints are sufficient (or should be) for most features. I'm more concerned about productivity, since the project has a deadline. The team is small and probably won't grow a lot.
On one hand, creating code with blueprints feels very slow, but maybe I'm just new at it. I feel like I can type faster than I can place nodes, that I'm losing all the advantages that I have with code (like finding references in a quickier, cleaner, more project wide way, or Intellisense - when it cooperates, which is a different can of worms)
On the other hand, the way Unreal seems to handle UHT cache updates often drives me mad (that might also be me not knowing proper workflows yet), code is not as visual as Blueprints, everything is more straightforward and with blueprints I don't need to recompile everything all the time, which can also become very time consuming - even when I don't mess up. The way Unreal handles code updates is way too finicky and can make you waste a lot of time.
There are other aspects I don't like about working with blueprints, like bad mergeability of files in version control, which means no code reviews among other things, but I could live with that, at least for now.
These are my impressions as a "begginner" (in this engine, I have a decade of professional experience on Unity). What do you guys think, as better experts in the matter?