To extend this a little more...
(As a side note: It should go without saying, that even though you can call C from Swift, it is not the same and there is overhead.)
I almost always write software tools that try to be as efficient as possible, but they still hit the hardware limits for realtime interaction, and I need it to do more.
Because of this, in a real tool, it never makes sense for me to use slower languages and existing frameworks for UI either. The performance gain from rolling custom UI at the same level as the rest of the Metal code is really significant. Especially, if you are using any of the features of Swift that people do like - because those actually come at the highest cost.
I write most all my code in raw C, and only use Objective-C for Metal calls, because I am trying to get the most out of the hardware, at the sacrifice of making things convenient for the programmer. It's not like I enjoy this at all, I just accept the suffering in order to get the final tool to be better. I ended up that way, because I wasn't getting as good results the other ways.
The initial brainstorming ideas that lead to Swift 1 and playgrounds, reflected concepts like Bret Victors thoughts of interactivity. But the ideas were greatly misunderstood.
Ideally:
the final compiled machine code, should be the most optimized and stable as it can, because the end result is the first priority
the second priority is how we interact with the machine as a developer, and to distinguish features of the text language as distinct from the IDE - Swift's core implementation misunderstood this - even though LLVM's AST format is completely able to implement the proper solutions if the people had thought this through correctly. This was obvious all along, but it goes back to the cultural problems and miscommunication. (After all, I believe C uses the same underlying AST format, does it not? The failure of all other languages to achieve the same level of performance, comes from how people think about the languages/interface, system, and goals)
There are also additional moral concerns where performance is actually related to physical energy consumption and environmental damage.
If we take the responsibility for the impact of our efficiency choices as developers as a whole, then it means confronting that as well. If millions of coders take the position of thinking it doesn't matter so much (let's take for instance the wide spread adoption of Unity and Unreal), then as a whole, the impact is quite large, so it becomes something we'd have to address collectively as a culture. It's similar to how, if everyone litters only a little it is a big problem in the whole - though each person will say "It's just one".