Yup, I have been using it since the 3.x.x days and it has changed in incredible ways since then, but it still leaves a lot to be desired. Unity will be a fantastic tool in two or three years time when their new stuff has really matured and is truly production ready, but the way there seems really bumpy from my point of view as someone who has developed with the engine for a very long time now.
The big problem with Unity from my point of view is the legacy parts of it (or rather what is the production ready configuration of it right now) and how underdeveloped a lot of features are compared to the competition. The SRP initiative is great, but it breaks compatibility with all high quality third party post processing/rendering assets. The job system and burst is incredibly performant, but structurally the engine rarely allow for anything to be read or set outside the main thread. ECS seems like a great next step to optimize the memory impact and access to various components, but it's still in very early days.
Tools like the post processing stack, timeline and cinemachine are really neat on paper, but everything about them is super simple when compared to the really incredible built in tools Unreal offers, the cinematic editor in Unreal legitimately feels like it was created by industry professionals at Adobe and not tech focused developers, the difference in tool quality is often shockingly big.
And that kinda ends my rant, I love working with Unity and I can create really cool optimized things with it, but I cannot help complaining about how slow the core toolset is evolving and how Unity Technologies as a company constantly tries to create services we can buy into when that development time should be spent elsewhere.