Level Design in UE4 is slow and tedious.

By replacing WE with I, your argument makes more sense.

There is a clear workflow that Epic has intended, but you’re going against the grain and proclaiming its a fault in the engine itself. Better tools are always great, and additions to brushes and expanding on their functionality would be fine - but there are a ton of people who haven’t run into slow prototyping, myself included. People are getting defensive because, even though brush tools could be improved upon, all things considered, they fulfill their intended purpose. I’d rather see better shading support, improvements to GI, and numerous other improvements before concentrating BSP tools.

I see argument akin to not having animation tools within UE4. Sure, it would be nice, but any standalone program is going to have infinitely better results. I haven’t seen any shortcomings of beautiful environments, indoors and outdoors, with UE4 – and most of the examples I have seen have been from indies.

Is it possible that the problem is not with the tools, but how you’re attempting to utilize them?

Also, don’t you think its a bit unfair to ask for peoples opinions, and then state that should they differ from yours, they are wrong? That’s a bit of a one sided conversation, and gives me personally little reason to contribute to dialogue further, as it seems you’ve already made up your mind.