DBPro is more dynamic; standardised game editors would just be pushed into a niche. I mean, terrain in DBPro... you have matrices, the old terrain system, advanced terrain, and you can roll your own with memblocks, or updating the vertexes in a mesh to suit a heightmap. There's no way a game editor would allow for all these options, and each one of those options has it's pro's and con's. Someone might make a FPS, someone else might make an RTS, and someone else might make a space game with planets - that's 3 different techniques, 3 different types of terrain, 3 different scales of terrain.
It's different for Unity, Unreal, and Torque - because they all pretty much are used for making FPS shooters or 3rd person games - the terrain is pretty much the same technique all the time, so it's easy to standardise the terrain editor in these cases.
Personally I think the community here is already filling the niche - there are several terrain editors, LOD terrain systems, multi-texturing terrain systems and shaders. We have more options for terrain than probably any other platform or language. There's even examples of terrain loading from Google Earth, and fractal terrain generators. With a sharing community like this one, standards are counter-productive - especially considering how quickly DBPro can produce tools like terrain editors.
The bottom line, is that people tend to want to do things their own way, their own engine, their own toolset, and often these tools are released for those that want to follow that standard - like 3D world studio - giving geometry, terrain, shaders etc.
Every standard is a presumption, I would rather have options myself.

Health, Ammo, and bacon and eggs!
