While this is incredibly cool, my initial concern was mostly this:
> I have worked with GDB and Go before; it's not intractable, just more difficult to interpret. > Printf frequently works very well for most debugging, especially server side.
The thing about your non-niche dev is that, unless you are debugging prod (gasp), you can control the influx of data/output of data. E.g. If you want to debug a specific webpage you can simply hit that webpage in the browser yourself, and you are guaranteed to only see code executing that has to do with that request.
The problem with gamedev is that things are happening 60 times a second. There is a firehose of data and there is nothing you can do about that. Logging is definitely used, but it is more useful on client machines once you have actually shipped a working product.
I guess what you could do is force a fail once a condition is met, to access the last data in the ringbuffer (and pray that it is still there, 60 times a second is 60 times a second).