Well reasoned points.
Regarding your 2nd point, absolutely correct. But man does it look good in a hit piece such as this article. Appeasing the needs of the many is a delicate procedure that sometimes involves using in-engine data structures and not just fixed length arrays, much to the chagrin of the author. Less maintenance at the very least.
Regarding your 4th point, Godot can accommodate the need for precompiled shaders, it can add adapter layers around its Vulkanic render pipeline, it can technically play by console rules. But there is the one thing that it can't do. It can't just publish usage of a proprietary API to a public git repo. That will always be the albatross around Godot's ass. But I would pose the following question: is this a flaw of Godot or a flaw of the status quo, which forces FOSS into a permanent song and dance to be on equal footing with private enterprise?
Yes! It very often is a reasonable thing to say! In the sense that if you fix one bug, you might be creating a couple more bugs. Like opening a can of worms. But the author in this case used this as a retort to the community saying "if you have an issue with the engine, and you can fix it, then please contribute the fix to the github repo". So ultimately, the argument seems to be why would one contribute fixes to the engine when one might have to fix another issue afterwards. This is antithetical to the nature of FOSS and immediately discredited the author, in my mind, as having a technical discussion in good faith. I'd love to give quotes that brought me to this conclusion, but the article seems to have been taken down as I write this.
They are better served using Unreal Engine and there's nothing wrong with that.