Yes i agree./
And 3DGS strong points is the easy script, and all documentation and tutorials indeed

For Unity 3D, you can program your own LOD for example, and a user have made shadows for the basic edition also.
If you target mobile, the basic can do the job, specially if you make something using baked lightening on levels and simple Blob shadows (2.5 D platform games , RPG , etc ... )
Esenthel, i found it's code very complicated, i talk about the code to move the character , and it seemed complicated to use your own character ... even with their C++ editor running upon some instance of Visual Studio.
For NeoAxis, i understand, the documentation lack , but the strengh of C# that is easy language can be veru good.
What i find great is all advanced features, could it be shaders, HUD interactive in 3D world, lot of tools : complete terrain editor, vegetation editor,physoc editor etc ...
Unreal Engine for mobile seems to be great also, and for PC i found it complicated, but on the net you can find people making some RPG or 2.5D platform games for example.
And the optimization and lightening system are great, you pay royalties only when you gain a lot of money also
But that's clear it's not some easy engine for beginners, even with script !
Let's wait
In fact a good engine can been seen on how many games are published in the year with it, and how people success in making games also. In that case Unity 3D indeed is a big winner !
And it's open plugin system easy ot program ot make plugins easily , is one of the best last idea seen on indie 3D engines, caus they made it very very clear and easy to make plugins for the editor. So an endless world of customizations for anyone and lot of usefull plugins on their asset store

For now, i stick with 3DGS for PC games if one day i succed making and finishing one ? and Unity Basic for mobile games.
For Torque 3D, not sure it will become very stable, bug free enought , and fast enought or more optimized ?
Let's wait and see what will happen ?