FPSC is a kid's toy, that's pretty obvious it isn't expensive. I think the basic step to look at it as an FPS making 'engine' like the 'Unreal engine and friends', is a serious rethink of the name. This title means "click and drag kid, you can't do more".
By the way, the good ol' engine question... I'm having a hard time believing the fact that people think the definition of "engine" is a drag&drop tool. Studios don't develop dragging and dropping for time periods of 10 years! It has already been done by the very first Windows. And i do it in a short afternoon.
The engine means technology of display.
...what TGC has is what DirectX9 can do. So don't talk about engine, it's a tool.
What many, and also i tend to say is that the stuff that truely has got potential here at TGC are poorly supported. You can call them (DBPro and its add-ons) expensive, but just be correct, and let's admit, DBPro is alone capable of the stuff you want, all the add-ons are mostly for untalented newbs who think they are going to make something groundbraking and original by using the very same cloud generation tools everybody does, the very same 3d models, music, sounds and textures every body uses, and the stupid AI which comes up in every half made games done with DB.
What FPSC can do, so can DBPro. There is only need for a guy who doesn't "waste" time doing a tool, but rather a game. If Lee didn't care about people wanting to make games, he would already have not one awesome fully completed title behind him. I guess he is not an artist, but i'm pretty convinced that he can pull off the programming side for basically anything.
-In.Dev.X: A unique heavy story based shoot'em ~25%
-CoreFleet: An underground commander unit based RTS ~15%
-TailsVSEggman: An Sonic themed RTS under development for idea presentation to Sega ~15%