This is the thing that's driving me away from C++ very quickly. A big part of our code base is code that handles this, and it either has to be in a DSL and constantly recompiled or we have to make a bunch of boilerplate. It's a huge problem for the language not to be able to do this.
I have a scripting layer in a game that needs to set properties in a C++ Model. I used a single Boost.Describe macro per struct and a generic get/set property. It worked very well and made me get rid of a lot of boilerplate.
Serialization is largely a Solved Problem in modern C++ thanks to template metaprogramming. Wrangling a kludge DSL instead of Serialize<T> betrays poor lang knowledge...
It absolutely is. The root problem is that the language itself doesn't permit you to make statements about your constructs without learning an entirely different set of tools. Whereas other languages have these tools as a core component. Templates seem like they were added to resolve a bunch of problems with the macro system. You can see that in the earliest use of templates to eliminate a lot of boilerplate around containers that in C you might have used the preprocessor to do.
From there a lot of functionality for making statements about what something is has been bolted on to the side of what is really a very sophisticated type-aware preprocessor, and it shows. It's very painful to use it when you go from the core C++ language to the template, because the semantics are very different. Which the same can be said of C++->Preprocessor.
I think proper reflection should be a core part of the language that can be evaluated at compile-time with simple constructs. It's hard to articulate specifics but I think this proposal greatly simplifies working with type metadata to the degree that it's an approachable problem without using someone else's library. This proposal seems to do that in my opinion, and I think even some of the weaker programmers I've worked with could use this effectively.