Blender is still great for modeling, animation and rendering. Godot is what I had hoped the Blender Game Engine (BGE) was going to become.
Do you have a demo made with Godot we could check out or a sample "shader" project?
But the new visual editors look great, and MIDI input is intriguing to me. The only downside (in terms of learning curve) for me, personally, is the proprietary scripting, since I have been put off Unity time and again because of C# (I have been writing more of it over the years, but it feels too convoluted at times) and I would rather do Lua or Python or something else both dynamic and straightforward enough...
As for languages, you could try https://github.com/touilleMan/godot-python
Godot makes it easy to write modules in various different languages such as Rust, D, C++, etc.
From what I read their next major goal is shipping Vulcan support.
Contrary to urban myths, OpenGL never was a thing on game consoles.
Then OpenGL itself is myriad of optional extensions, driver and GPU quality issues, with around 30 years of history, which means that any GL engine is full of multiple execution paths, hardly any different from supporting multiple APIs.
In any game engine, rendering code is a very tiny portion of the monolith.
For Godot 3.1, optional typing is a parser-only feature. The plan is, afterwards, to include typed instructions in the state machine to greatly optimize performance.
Having to learn another language (no matter how simple) for a specific runtime is the sort of time investment one should ponder carefully (I’ve written code in dozens of languages, and the learning curve until being productive matters a lot when you move across environments, frameworks and runtimes).
Whereas I can do some desktop animation stuff with Godot without caring much (that's one of the reasons I'm interested in MIDI support), if I were to go beyond the hobby phase I'd definitely target iOS first...
I've never used it, but I'm looking into it or godot.
Tanks of Freedom
Godot uses it's own scripting language, or C# as a second class option. Are those languages you want to work with? Would you rather make the game from scratch? Would Unity or Unreal be better? Would a framework like monogame be better? If you are just targeting IOS maybe using Swift or Objective C would be easier and perform better.
Overall, it's more pleasant than using C++ or C#, but it is very different from python. However, what you can do is use godot-python, a native python binding extension made after GDNative was added in 3.0. Doing this gives you the most important feature of python: access to the package ecosystem. It's not like python if I can't use libraries like scipy or tensorflow for advanced math operations.