- end-user developers. This is kind of like being a user of any other language, there's no EULA, nothing to sign, you just write SOUL code, test and debug it with whatever tools (which may themselves have a EULA, but probably nothing heavy)
- device and host developers: These are the people writing DAWs, plugins, hardware that can run SOUL code, audio device drivers etc. These are professionals, and licensing is a normal part of life when you're doing this kind of work.
But that doesn't stop you as a developer from freely writing a 3D game that runs on it.
Same here. Think of it as a device driver. Ideally we'll open-source everything eventually, but anyone who's ever been involved in real-world commercial software development will understand that things aren't always quite that idyllic when you're building a business around it.
I never want to agree to an EULA before starting to develop something outside of a professional setting. That's an immediate dealbreaker for me. But even if I did - I wouldn't be able to disassemble or reverse engineer your software (2.2)? Also - why are there so many clauses in the EULA telling me to obey really specific laws? Aren't these redundant to section 2?