It's hard for me to vote since GUI is not an option, but rather "I don't program maps" is an option. And, ideally, I would multi-vote all of JASS/vJASS/GUI.
As a kid, I learned first the GUI, then JASS programming, then Java programming, then vJASS, and more recently I have returned to using the GUI when possible, sometimes with a customized TriggerData.txt and TriggerStrings.txt to add new functions -- in combination with JASS and vJASS. I like the drafting power of the GUI, but it would be terrible and limited without the utility of JASS.
The ideal solution would be a programming IDE, where you have a context-sensitive GUI suggestion when typing something. Just like how I choose "Unit" in the GUI, then move on to choose, "Create Unit Facing Angle" it is convenient when an IDE provides the ability for me to type the letter "u", it suggests "unit", then I type the ".c", and it suggests "create", so that I result in coding:
...Without doing more effort than it would have taken to leverage the suggestion utility of GUI, since I only typed 3 characters, "u.c".
Maybe I could live in a world where I only coded purely in JASS/vJASS if there was a function in the advanced JASS editor that allowed me to click on a unit in the Terrain Editor and insert
as necessary. As it stands currently, I am not going to type something like that in JASS, but instead write some GUI system that references that character by clicking on it, because this feels more convenient. Then, perhaps I might convert it to JASS if I need increased utility.
Edit: I voted for JASS/vJASS because my biggest project was originally a game mod, so I code by modifying an external "Scripts\Blizzard.j" override and then importing it into the vanilla world editor. I just don't do this for my big project because it wouldn't be compatible with a general-case Blizzard.j override. The override has to be pure JASS to function, but when possible for spurious mapping I download vJASS systems to allow myself to use structs and the library/scope keywords, to overcome the obvious lack thereof in the original world editor. The ability to wrap plain JASS code in the "library" or "scope" keyword to simply say "this block is in phase 2" or "this block is in phase 1" to determine the ordering of function definitions, instead of the vanilla world editor being locked to Trigger creation order, is incredibly powerful. But, ultimately you can accomplish the same with the map header script, it's just less visually appealing and more time consuming to copy between maps.