Oh, look. Another scripting language...
I don't want to be too negative, but if it does not have strong IDE support, I think the valid use cases will be fairly limited. And not being cross-platform makes it dead in the water, to be blunt.
The syntax itself looks nice. Except the `. Good luck with that symbol on non-US keyboards (it is left of backspace on Finnish and German keyboards, for example, and requires shift pressed. Ugh).
However, I agree that both AngelScript and Lua have that problem as well (no great IDE with autocompletion...) and so far, I think C#/Mono is the only scripting language that allows you to do proper coding when using a scripting language.
What I'll do for my project is completely ignoring the scripting present in Urho and rolling my own with C# so I can get autocompletion in IDEs.
When I chose the scripting language to use, my checkpoints were:
2) JIT-support (when developing, scripting languages without this lose a lot of a appeal if you can't reload a script at runtime)
3) Ease of use (for scripters/modders)
4) Versatility (Lua for example, is extremely limited without many addons, there isn't even a proper socket API)
5) Ease of integration (for coders)
The only downside of C#/Mono is that it is horrible to integrate/embed and that part is hilariously bad documented. It is of course easy to run some C# script from C++, but any real use case requires interfaces between the two layers and that is just a nightmare with Mono. But on the upside, you only have to do that integration step once.
Also, JIT/script reload at runtime is hard to do with it (but not impossible).
In former projects, I usually went with Lua, but the lack of automatic autocompletion and the fact that its syntax is simply weird as hell and no modder really likes it made me drop it.