Yeah, this is a great post. Absolutely on point.
I do game development in Unreal Engine and my area of expertise is in PBR Textures. I too was excited when they started talking about and showing off the new PBR they were doing many years ago. The problem is it seems like they never finished and they seem to have done the bare minimum on the textures that do actually have PBR, mainly just an albedo texture, a normal map, and a roughness map, then maybe occasionally a metalness map on metal objects....but it's hard to tell on those sometimes. I mean they should really be doing a displacement map, detail map, and AO map on just about everything as well. Then depending on the texture there should be proper translucency maps, Opacity maps, and transmission maps. Of course you have to optimize for all these added textures, but that's not hard to do.
If they were to add proper ray-traced lighting on top of it, that would go a long way to making the lighting look so much better.

Or the stuff that has never come back. Y2Y saves being a big one.
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