Well, that's one point of view, I would disagree but whatever
Mate, you just copy pasted some boilerplate code which already runs under the hood... What's your point? It's 142 lines of setup which is already being done by UE if you don't use a custom multiplayer subsystem. That's not how a simple multiplayer system looks like. It's not even beginning to scratch the surface. Try taking a look at the ACharacter and APawn, and UCharacterMovementComponent. There you'll see some thousands of lines of code which is where the real magic happens, that is basic movement replication, network prediction, interpolation and so on. Multiplayer games are hard to make, it's a given.
Asinine statement, compile times are under a minute, if you don't use live coding or hot reloading that is. In my experience they can be pretty buggy so I tend to avoid them.
No, again, it's really not what you need to do for multiplayer... And what's so hard about delegates anyway?
What are you on about? I have used UE with Visual Studio 2017, 2019, and 2022 Community Edition, they all worked fine
Compiling as in C++ code or building the lighting?
Here's a tip, get the binary version of UE, don't compile it from source