My GF, wife-to-be-fiance, etc. That is why I said "other half" as despite out best intentions we are not married yet so can not say "wife" just yet, even if that would make it simpler.
Yes the goal is to use C++ due to the perf requirements of some game mechanics we want to explore, especially on the server side as we want to support as many people playing at once as possible and we already have experience with systems that use it. One of the things about Unity we didn't like was the build in limitations in Raknet for only supporting a small group of people on a server. So what I am hearing you say is that if there is a limitation or problem in unity, the store provides a way to buy it away. Is that the case?
Thank you for being blunt and honest everybody, I appreciate it and once again feel like i need to reiterate that i have a thick skin and do not feel offended easily. I'm just diving in as fast and hard as I can because I want the Dunning-Kruger effect to slap me around a bit as much as possible, as soon as possible, so I can learn my limits, and then learn to exceed them once they are mapped out.
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There's no "limitation of unity" there, just when the build in tools don't fit, use another, it's not the core of the engine, it's really just a basic game engine with do-nothing gameobjects and some basic features, don't like em, don't use em & roll your own, no sense in re creating an engine for that.
It's very flexible, unless you consider third parties being able to add and resell (without having source code access to the engine) the features i mentioned above isn't flexible enough! (those features are some of the core features that are touted in UE4 for exemple, and third party providers just tossed them onto unity as if it was nothing and sell them for small change in the asset store).
Check out their asset store (it has a website version), you'll see why this engine rocks!