You forget that on the ground-floor, where programming languages compete for mind-share, easy matters. In fact easy, in terms of getting something working, trumps difficult simplicity any day of the week. Easy is part of what makes an employer want to use your technology.
> In fact easy, in terms of getting something working, trumps difficult simplicity any day of the week. Easy is part of what makes an employer want to use your technology.
The whole point of the talk is that choosing "easy" (as in easy to get started) solutions while ignoring the complexity will be harder to maintain in the long run over choosing the "simple" solution that takes a bit more time to set up. Personally, this tracks pretty closely with my experience.
To get started with clj, you need 0 files. From a project directory, you can just type `clj` and get a REPL that includes Clojure and source files in src/. You can add new source files and immediately invoke them with `clj -X`. You can push that project to github and others can immediately use it from another project using a github url/sha. This is far "easier" than leiningen for getting started. The comparative experience there requires creating a project.clj with a bunch of keys, building a jar, getting an account and keys on clojars to deploy it, etc.
There's lots of other things you can do with clj - these are all additive. At some point, you might (possibly) need a build script. When you do, it's written in Clojure using a pretty straightforward set of functions and you can copy/paste in a starting point. You can grow that build file forever.
Bit bold to assume that the people making these decisions "forgot" anything. Design's about trade-offs.
The claim here is that the thing that makes your language easier to pick up initially nonetheless hobbles it for long-term use - refactoring, adding features. There is a business case for making the latter easy at the expense of the former.
Code can be easy or hard to write and/or change at various levels of complexity, and it's hard to solve for everything when designing a language.