Well the level of quality in most editing application is not much an issue as compared to the problems of maintaining the continuity of quality out of one editing environment and into another. There is no question based on skill level alone that quality of result, what it takes to achieve the render, is possible with in the Blender environment but continuity of quality starts to decay once one attempts to move the content out of Blender and into a different editing environment like UE4.
For some this maybe a problem that can be worked around but our cornerstone application of choice is 3ds Max based on logical choices as part of our DCC pipeline we were putting together as part of our conversion to the Unreal 4 engine and via discovery excluded Blender due to issues relating to maintaining the continuity of asset quality with in Blender imported into 3ds Max.
Soooooo
The argument is not about quality as in the editing of one’s and zero’s but the ability of maintaining the continuity of quality through out the DCC pipeline towards the inclusion in Unreal 4 as the destination and why you pay big bucks for an app like 3ds Max is to avoided bit rot on the other end of the pipeline.