- Scalable text support a la TextMeshPro (sdf-based rendering)
- the in-editor console is horrible. it frequently tells me "output overflow, print less text!". wtf? also, it doesn't let me click on a line to jump to the code
- the built-in tile editor is very painful in my experience. the UI is clunky and it's lacking important features I depend on in Unity, like tile rules.
- the built-in text editor is _very_ basic, and support for external editors is limited vs Unity (and hampered by lack of mature tooling for gdscript vs C#)
- gdscript's heavy reliance on "magic" strings and lack of type-safety throughout
- unity's UI system sucks, but it's still more capable than Godot's especially for things