For example, have you ever accidentally passed &Request across a thread boundary? The compiler explodes with UnsafeCell errors deep within the inner sanctums. It feels impenetrable for a while. You throw some clone() at it and whatever your go-to guesswork is. Then 30 minutes pass and you realize you just needed to pass Request instead of &Request. And at the end of i you really haven't learned much beyond "I'll try that sooner next time."
I think that's the hardest part about Rust. It takes quite a bit of mastery to actually understand and work around the more difficult compiler errors, like one that seems to threaten the whole abstraction you were going for. But adding a `+ Send + Sync` somewhere suddenly fixes it and it's not obvious why. It can feel very precarious.
Anyways, I think most of Rust's issues are just tooling issues. For example, imagine being able to hover identifiers to see their scope shaded in and where they'll get dropped -- instead of just error-message ASCII art. Or being able to hover something to see that it can do something because it implements this certain trait.