Well, in the end all you can say for certain is that UE3 has good tools, as you've apparently used that. Overall I still think the basic engine capabilities of Cryengine 2 are a bit beyond, but the editor may be another story. Built-in assets aside - as I don't think that's much of a valid *criticism* of an engine - it at least appears that the editor for Cryengine 2 will be very capable and easy to use. But interiors do not seem to be its strength. Then again neither do they seem to be Rage's strength where, from what I can see, most such modeling is done externally. Cryengine 2 at least has the modular system going for it. But again it all really remains to be seen. Fortunately we ought to know a lot more in a few short months...
In any case going back to the original subject, I still think Cryengine 2 shows a much better idea of what a relevant UI *to TG users* might be in the future. It includes fairly sophisticated terrain editing (volumetric, with overhangs and caves), complex texturing including tiling and procedurals, atmospherics, clouds, sophisticated vegetation/populations, etc.
- Oshyan