Besides, if Jonathan Blow, Casey Muratori, and Ron Gilbert are all awful, then count me in.
i think in the case of Johnathan Blow and his new language, its a matter of he has the time and money now to do some R&D, and work on a language that better suits his personal needs and desires in a language. not exactly the same thing as "i must build this tool for Braid 2.0 development".
for me, deciding to go CScript was always a case of long term efficiency increases vs short term dev costs. in hindsight, i should have gone CScript back in 1997 or so when i first developed it. it wasn't until 2013 or so that i finally made that big move. and god! its SO much better! but its a lightweight syntax, maybe 30 keywords, the whole compiler is only about 1000 lines of code maybe. so dev costs were pretty low. and you can freely mix CScript and c++ syntax in the same file, so no porting issues with existing code bases. and i use it daily as my primary development language now. so the payoff has been good in real world terms of getting games built. Caveman 3,.0 is at 115K lines of code and counting, ought to come in at about 130K-150K lines when all's said and done.