Don't forget debugging! Throughout my carreer, I never really forced myself to just go with debugger (especially since when games are considered, where you are dealing with tens of instances running the same Update, so manual breakpoints are usually harder to use than just scrolling through printed values in a lof) and over-relied on debug logging.
It was a mistake, and took me several years to realize that conditional breakpoints are a thing. And once you get into profiling, memory optimization and what-not, you will be greatefull that you've spend the time getting comfortable with all the debugging tools you can use.
Trying to learn a debugger or profiler as you go through solving a problem at a job sucks. Am currently in the process of having to debug and solve shader performance issue, and oh boy that's a lot of terms and tools I've never seen before, and most of the colleagues are as dumbfounded as I am, since when porting games you usually don't need to deal with low-level rendering.