We make tradeoffs all the time. We prioritize accessibility / developer UX to a pretty high degree. But this very rarely means cutting features. The hard part is generally _how_ we expose a feature, not _if_.
"What is the "ideal" project to use bevy for right now?"
Bevy is well suited to many project types. The biggest missing piece is a lack of a visual editor (we are working on this, and while you wait you can use programs like Blender or ldtk to compose your scenes). I'd say the ideal project is (1) Small-to-medium-sized in scope, to help mitigate the risk of using a younger engine (2) doesn't need a full Bevy Editor / can get away with code driven or external-editor-driven scenes.
Currently not a lot of batteries included: the experience is much more like "writing a web app using a framework" than it is "boot up RPG Maker".
Generally speaking, Bevy is extremely flexible, with pretty generous defaults for enabled features to let beginners avoid worrying about toggling feature flags and controlling plugins.
In game engine development, features are typically strictly additive, so features vs developer accessibility isn't a great way to frame the tradeoff. Instead, we often push work into the third-party plugin ecosystem to ease maintenance burden or let it mature.
As for the ideal project, I would either say "solo programmer who wants to learn Rust and game dev for fun", or "small, serious team looking to build an unusual systems-heavy game".
How opinionated is bevy? Have you ever had to make tradeoffs between features and developer accessibility?
What is the "ideal" project to use bevy for right now?