Who cares how many files it creates? Only what you use (import) gets compiled. 
C++ and D bindings have to generate the same number of classes.

"The settings need so much steps" \- not sure what this refers to. If you have 
Nim and Godot you basically only have to install nake and set GODOT_BIN 
environment variable. Compare that to any other bindings.

The decisive question is how it affects your productivity. Nim is not harder to 
write than GDScript and it's easier to maintain in the long term due to static 
typing, plus it has plenty of powerful features that you can make use of, while 
GDScript is dead simple. So it **can** replace GDScript and it's a win for a 
large project.

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