Well 3D in AGKv1 probably won't get any better, AGKv2 will have much better 3D support, probably better than DBPro by the time it's done.
It can be tricky to get shaders working, there are no extra cameras, and no vertex modification so no bone animation and stuff like that.
People will always need hierarchy animation though, so even when AGKv2 comes out with it's bone animation built in - we'll still need to move limbs, and vertex animation is overkill for that, it actually makes the problem worse.
For example, maybe one thing that your program can do - is just load up an OBJ file, and let the user place doors, or other moving parts.
Or maybe you spend time on custom rigs, so you can specify a joint and what constraints it has, what controls it - for setting up complex level geometry, vehicles etc.
Or maybe when AGKv2 is out, you let people use animated meshes as limbs... you might have 2 arms for example, with lots of movements for things like reloading a pistol, or throwing a grenade, basically 2 arms that are already animated. Then, you rig up a gun with the arms in your program, animate the firing, reloading etc all with limb animation with mesh animated arms. What that would give is not just a useful animation system for guns, but it would be easier, quicker, and produce better results. When you have your own animation system, there's nothing to stop you adding cool stuff like brass eject effects on guns as well as having a nicer workflow.
Stick with it I say, expand it to support as much as you can, like setting up shaders, setting up particle eject locations and weapon trajectories... that sort of thing, the stuff that AppGameKit can do well and more people will do once it's made a bit easier. Don't procrastinate waiting on AGKv2, just keep at it I say

I am the one who knocks...
