100% disagree with that comment about Unreal, but thats for another topic
Don't think I am Unity's side, honestly I hate the engine and all it stands for. I hate it so much I have to defend my choice even if this isn't the place for it. <_<
However if you just made a Unreal level, with nothing in it and exported as a game it's over 200mb large blank level.
Most of Unreal's tools are made with long term games in mind, you won't be able to use even 20% of the engine in a weeks time.
Unity, as much as I hate to say it, is best for the small games we can make in a week. If someone plans on taking the game past this week, then Unreal would be the best choice.
Again, I dont want to turn this into an unreal vs unity thread. Some of what you said makes sense, but there are 5 arguments rolled up into one and they dont all make sense for that 1 argument.
So this is what I am going to say, and leave it at that. If you want to dispute my claims please bring that to a PM or something. The only reason I am responding on this thread is so that people are not discouraged to use Unreal due to the comments presented.
1) Unreal engine has BP's (blueprints) which allows for visual based scripting, as fast as or faster than C# prototyping. You can make an entire game with this. So the comment about not even using 20% of the engine in a weeks time is 100% false. You could, within hours, flesh out networking, movement, physics, and have an entire game ready to roll all from Unreal's core project files with minimal modifications via BP scripting.
2) Both Unreal and Unity provide robust systems for making games quickly, however unreal provides artists far more tools out of the box. Meaning, you could have an artist on the team who helps you with the code elements. This can lead to a faster production time. Those coders out there who are also weekend artists can gain perks from this as well. Some of the tools in Unreal are purchase only from Unitys store.
3) The argument for the file size is fairly correct, but that is ONLY if you leave in all the core assets. Our first production of our game (WoA:4 ) was less than 300mb and that was with 100% custom models and textures. So the idea that your game has to be huge is predicated on the concept of using all of the engines "default" content. You can choose to use none of that and work with a very light load based setup.
4) This point is the ONLY point that I would argue Unity is better. Unreal is not as featured packed when it comes to the 2d side of things. Their UI editor is horrible and needs some serious work. With those in mind, if you are running 3D you have no reason to not choose Unreal.
So, while you might think that Unity is better, in all honesty its not. Either tool will work and can be used, its the skills you have with them that will determine if you can use them properly. If you are new coder and never made anything before than C# might be the better path for you (Unity), but it isnt the only path and it isnt the "best" path either. BP scripting is powerful tool that can allow you to create games within minutes using the full feature set of the entire engine. Don't believe me? Check out some of the UE4 gamejams that are ONLY 3 days. Some of the games people product are off the charts and they were done with less than a 5 man team.