> Nah, C++ needs more than that. There's some ridiculous template heavy code out there where the majority of time is spent linking.
C++ does not "need" more than that. You personally might find it more convenient if you don't have to think through your software architecture, but the truth of the matter is that you only need to spend a few minutes looking at your project to speed everything up, which is exactly what everyone does the very moment they feel they have a problem.
It makes no sense at all to demand a whole tech stack to change around you when you can't even spend a few minutes looking for an answer to the problem you have.
> There's some ridiculous template heavy code out there where the majority of time is spent linking.
That is not a problem. Templates are only special in a build because compilers spend time generating code. Again, you can work around that without any problem at all with the tools available to you for the past two or three decades.
Properly modularizing your app with explicit template instantiation already drives down the build time of any naive project structure to a fraction of the time, and basic stuff like onboarding a compiler cache tool and moving template code out of interface headers is enough to get the linking stage to be the most expensive step of a build.
> You can't even do a debug build without optimizations on Windows with these programs because the coff file format can't handle it, even when compiling with "/bigobj".
I'm sorry but this is simply not true. I suggest you start to look at your projects to break it down to subprojects and see where the critical path of your build is. There is absolutely no project in the world whose build would not take less than a minute (or even a few seconds) with incremental builds, even if it's code that uses template metaprogramming extensively.