"And Unity it's not also the best 3D engine, but it totally different in terms of Workflow..."
And thatīs nice.
Imagine every engine relies on the same basics - this would be pure horror to me.
Mostly I do it the other way around: Prototyping in Unity, production in A7.
Why?
Because I have access to some low level functions, that are as much as important as "AAA+" grafics and workflow.
As example: When you want to make a simple breakout clone in Unity, the community advise you
to use physics.
Wtf? This leads to a lot of overhead in the final product, just for a bouncing ball...
Not very staightforward if you ask me.
Same goes for some rather basic challenges. Insteat of giving the direct access, a lot of engines are using nested objects.
They take a sledgehammer to crack a nut.
Some time ago, a lot of users were crying about the fact that you can use realtime reflections only in A6 Pro. Now they are a commercial feature. And nothing has changed.
In fact I like Jclīs approach not to jump on every bandwagon.
Bsp is another example. For one of my current projects, I canīt think of a better scene management.
Itīs like saying: No one needs a PC, just because there are some Mac users.
I donīt want to defend any engine - just consider different requirements.
A lot of developers donīt use engines like T3D, GS or Unity - insteat of that they are writing
their own. And guess what: Often this is the best solution for them.
My conclusion:
!Each Master to his own technique!