Just a few points:
It doesn't really change much for response time -- the difference in the actual mechanisms would be in the nanoseconds (assuming the optical switches use photodiodes, other options would definitely be slower) and different actuation points hardly matter as it is. The majority of input lag is between the keyboard controller and the computer registering inputs, and (non-analog) optical keyboards work the exact same way as normal for that. And solving debounce doesn't matter either outside of key chatter, unless you're a superhuman that can press a single key over 200 times a second.
Optical switches aren't necessarily smoother. It's the contact between the stem, housing, and spring that's the issue generally (and also where lubing is recommended). Smooth non-contact switch types (xmit's hall effect switches for example) are comparable to loose traditional switches (such as gateron), and it comes at the cost of more wobble in both cases.
I can't speak about longevity, but a concern is that you can't replace the LEDs if they die eventually. With a mechanical switch you can usually pop them open and bend the contact leaf a bit, or replace the switch entirely, but you usually won't have to anyway because switches from the 80s are working fine. For an optical switches it all depends on how cheap the company wants to get with their LEDs.
All that said, I fucking love my analog keyboard (aimpad r5). Optical switches aren't bad at all, they're just not the clear better-in-every-way upgrade that marketing would suggest--other than for analog capabilities, which imo is a huge plus (that worst case, you can just disable or ignore, so there's no reason not to have it). For someone seriously into mechs there are advantages for traditional switches (wider variety, custom builds) but if you're just looking for a nice keyboard either is fine.
joerskithere are also analog versions of them however they dont really support that many games yet
General rule is that they support any game that lets you use mouse + keyboard + controller simultaneously, since they just simulate a generic controller anyway. Some notable engines don't support it (skyrim/fallout doesn't) but others work fine (source engine works great) even though their developers never had to go out of their way to support it.
Unfortunately it's all still pretty niche and uncommon. The wooting one is available but flaretech switches are horribly inconsistent and have a very non-linear analog response. Aimpad's is a lot better, but the first board it'll be publicly available on (Coolermaster MK851) is huge which isn't to most people's tastes (but I hope it does really well, because putting it on more keyboards would be great). There's a few other options floating around (there was an analog topre prototype) but there's not a whole lot of options.