Fellow dev here, I think you're wrong on this part:
> The issue of how to interact with the hardware itself and how to participate in the toolchain provided by the console vendor is much more difficult and is outside the scope of the language/compiler.
I've been looking for a language that would allow gradual transition from C++ for example. If you have a C++ SDK, you could still write your whole engine or just some modules in Beef.
I was speaking more about when you have to conform to Nintendo's Switch build system (whatever that looks like - NDA) and you can't control much of that.
If you do have more control then you're in a much better situation, but crossing language boundaries can still be tricky.
Generally you end up having to write "wrapper" code to make those language boundaries palatable. There are code generators like SWIG to handle those things, and some languages like Zig handle importing of c headers, but if the C++ library your trying to use is returning a std::shared_ptr then that's not going to be a very pleasant construct for you to attempt to work with in any language besides C++.
If you can split your code sections into simple and clean C-like interfaces then the job becomes much, much easier.
> The issue of how to interact with the hardware itself and how to participate in the toolchain provided by the console vendor is much more difficult and is outside the scope of the language/compiler.
I've been looking for a language that would allow gradual transition from C++ for example. If you have a C++ SDK, you could still write your whole engine or just some modules in Beef.