@djlink I've been giving godot C# a try for a few days, trying to figure out the same as you. So far everything is pretty simple, barred 2 things:
when you have a problem/question, there's more hoops to jump through before being able to find a solution, due to less discussions and docs for C#
communication between C# and gdscript works, but when you're trying to go for more advanced stuff (like static variables, c#<>gdscript type casting...) it can get pretty rough.