>How likely would you say the same effort is gonna go into GDScript?
Hard to predict. We're still in the web 1.0 phase of Godot and dealing with questions like why we made a <blink> tag. We could get serious talent addressing the binding layers, we could simply have a few key bottlenecks addressed, or we accept GDScript as the slow path and diverge. It could also simply fade away, but many don't want that, and I'm also not too interested in deprecating something many have used to launch full games.
Personally, my goal is less about making a scripting language perform as well as c++ and more about having options to make sure people can port from GDScript to some faster binding if/when they run into performance bottlenecks. At worst, maybe a migration tool may be needed. Hard, but more doable than any of the above overhauls.