A lot of high end engines are moving to node based approaches. The new Ubisoft Snowdrop (is that the right name???) does judging by the videos they've released, UE4, and most of the proprietary AAA engines use such an approach these days.
The most time consuming aspect of making a AAA game is content creation. You need to empower content creators (artists, designers, etc.) to build simple behaviours. You need to spend your SE time on difficult technical problems to set your game apart, not on grunt work scripting simple behaviours like windmills spinning and AI behaviours.
What are your goals with this? If you want to make money, you will probably need to find a niche. Maybe UE4 is more comprehensive and powerful, but if you can find a niche, like "much easier to use" for simple games or apps you could steal a segment of the market.