Quote: "Because import third-party animations into FPSC must be so painful and reserved only for enlightened, wise gurus or people who can spend lots of their time to make a task should be much simpler."
While I see where you are coming from,this is game development,not a stroll through the park.
Personally,I don't consider myself a "guru" , but I have tried and imported successfully models from turbosquid,my own,found on the web.I'm not saying there's no room for improvement,because I'd be a liar.The engine needs a lot of improvement,mainly in code optimization(this for me is a bigger priority than shiny graphics).
The choice of using the pre-made media is just that,a choice.I've seen games made with FPSC that would make your jaw drop (look up getsfile's work on the German FPSC forums).
If you want fancy characters with custom animations and rigs , either buy them from somewhere or make them yourself.The official model packs for the most parts consist of characters rigged to the stock skeleton.In my humble opinion the stock skeleton's animations are bad,but who am I to judge.
Quote: "Because DBP as far as i know can only import .X (DirectX) format files. Someone correct me if i am wrong."
And here I am

.DBPro
can successfully import
.X,.DBO and .3DS.FPSC unfortunately does not take advantage of the 3rd format,and it should.
Quote: "It should not be this manner in a program that stands out for its ease of making fps games."
I don't know about you,but no matter how many times I hear/read : "Make games with a simple click of a button" or anything of this sort,I still remain skeptical and don't really buy into it until I see it with my own eyes.Usually if this turns out to be true , there's something holding it back and FPSC is no exception.This is why I prefer to be a masochist and do everything from scratch,because I know that when something goes wrong,
I am responsible and
I can(probably...maybe...hopefully

) fix it.When something works,
I have made it work.After you succeed, the satisfaction is 10 times bigger.
Yes,FPSC stands out for it's ease in game creation,but if you actually think about it,the other programs/engines are really difficult to work with and if you want to produce something commercial/high-quality,you'd probably need a team and/or a lot of coffee

.FPSC is easier
in comparison,but not really easy if you want to create a really high-quality game.It takes a lot of work,skill and determination.
Regarding your "Limits creativity" statement,I'd rather say the opposite.It stimulates the artists to think outside the box,learn new things and evolve as artists (this applies to me).Are there some limitations?Maybe,but nothing big enough to hold a smart artist down.
Samotnijat vylk nasred gorata.
-3D,2D Artist,Animator,Web developer and Programmer.