My guess, based on the error and everything, is that something in the export Android settings is causing the issue. I looked at what the parse error
message refers to, and while it can be a wide variety of things, it is most likely something in the APK isn't configured correctly. I would suggest double checking the export settings and making sure all the fields are correctly inputted. Godot does have working Android exports, as evident by the many Android games made with Godot, so it's just a matter of figuring out why your project is not exporting correctly.
As far as Unity goes, it may be easier to export for Android since Unity is a little better at getting everything needed to build the APK setup for you when you download the Android export option, or at least it was last I knew. That said, it exposes pretty much all of the same settings in the editor as Godot does.
As cybereality mentioned though, compile times may take longer with Unity. The last time I did Android development, it took a couple minutes to compile a build in Unity. I think the newer versions have an Android emulator/simulator built in now, so that might speed development up a bit. Unity is a decent game engine, I've used it before I started using Godot and I still keep up with what is going on there and occasionally use it.
That said, I wouldn't necessarily panic when things like this come up, as exporting quirks occur in both Godot and Unity. Often, the quirks can be fixed or a work around found, it just takes some debugging and trial-and-error.