I agree with Steve. If you needed a fast car, which would you buy? A) A 2018 Bugatti Chiron that someone managed to slap a 200HP V4 Honda engine in. B) A beat up, rusty but fully working 1976 Ford Mustang II hatchback that someone hooked up to a 1,500HP 16 cylinder supercharger. I know these scenarios are wildly improbable, but it mirrors this situation perfectly.
For instance, I've known programmers who almost only use Notepad++ to code in C++. I've personally used Notepad++ for CSS and HTML pretty extensively. I think rather than focusing on what QB64 could do, or how it could look, we need to show as a community what it can do. Instead of just sharing stuff around the forum, our best work needs to hit the rest of the internet. I, for one, plan to release Omertris into the wilds of the web once I finish it. It's playable, it's clean, and everyone that's played the current version agrees that it's darn fun, and that's what matters.
QB64 is a pretty simple to pick up language, and while it's not too hot with 3D, it's great for small 2D apps. Card games, dice games, platformers, puzzlers, shoot 'em ups, RPGs. The IDE is good enough, as in it's not the BEST per se, but it doesn't hinder us all that much. What does hinder us some, however, is it's weak support for com ports and DLLs, somewhat broken bit level commands and Boolean variables, okay user defined types, and barely passable access to control over keyboards, mice, and devices(face it, we often have to jury rig complex control schemes).
If we could fix the com ports and DLLs, then the language could drastically grow with the user. Those that learn C could then help expand the community by providing more growth in the language. That's one thing I liked about DarkBASIC(RIP). There were a multitude of DLLs, and once the user got comfortable with the native command set, they could then download community created command sets to craft the language into what they needed.