Well, obviously the Switch would need to be hacked before a homebrew port of DraStic could be developed. Thankfully, this has already been accomplished:
https://arstechnica.com/gaming/2018/02/ ... n-console/
However, the hack isn't available to the public, not to mention the homebrew community on the Switch is tiny. Sure, we have some emulators running, but we don't have a standardized program launcher (a la Homebrew Channel) or a hack that doesn't involve either keeping your Switch on firmware version 3.0.0 or hacking apart a JoyCon. Fail0verflow's future-proof Switch hack is ingenious to say the least, but it's also too complicated for your average Joe. For example, hacking the Wii was super easy, as all you needed was some files on an SD card and a compatible game.
My point is, maybe we should wait until the Switch homebrew community becomes larger.
As for coding the port, the only way I know you could start coding a Switch game (other than building it within a commercial engine such as Unity or Unreal) would be by using Yuzu (
https://yuzu-emu.org/), an experimental Switch emulator. However, Yuzu is well in its infancy, and can't run most commercial Switch games. (It can boot some, but can't render any actual 3D graphics just yet.) If you used Yuzu to develop DraStic, it would be massively under-powered and probably wouldn't be able to boot much. And you'd be coding an emulator within an already incomplete emulator, so if something went wrong, you wouldn't be able to tell if the issue is with DraStic or Yuzu.
Long story short, we should probably wait.