TLDR: "I picked a systems programming language to write and iterate on a bunch of gameplay scripting. Why does Rust not meet the needs of a gameplay scripting language like <every link in the article which either refers to dedicated game-programming scripting languages, or Unity which is whole goddamn commercial game engine>. Hmm yes, the problem must lie with Rust, not with the choices I made in my project."
Just try to write a complete game with nothing but open source libraries in C++, or C#, or Java. Good luck with that. The author is switching to Unity for a very good reason. It turns out a commercial product made by 6000 people delivers value...
You use a systems programming language to write your engine. And then a scripting language to write your game. Everybody in gamedev knows this, I thought.