Yes, maybe it isn’t the greatest use of time to build out these tools separately when there are other tools that do the job, but if there aren’t free and Open Source alternatives, then it makes sense to have them. ( I don’t actually know whether or not there are at the moment )
Open source alternative are great, for example Blender and Maya.
Tools are separate because you don’t mix the work you do.
When you sculpt on Zbrush you do that only, you need the best tool.
When you create textures in Substance you only do that, you can’t sculpt at same time.
3D coat is a all in one tool, it’s a too big code base i think, with many things too much dependant.
It has never ending bugs, each time i use it i’m happy with the progress, while there is issues appearing like messed baking or textures or voxel screwed up , for some things i can’t get back if i don’t have save a previous separate version.
3D coat is good for small work, while in Zbrush it’s fully stable and bug free for bigger work
.It is definitely worth thinking about how we could produce a still very integrated and helpful solution, that doesn’t struggle at the seams with features and implementations. Something along the lines of what you are saying might be a good idea.
I agree, physics should stay independant, it’s not Blender physics.
Like Kha window coding, Armory UI should not be mixed with Blender things, some times you don’t know what is what.
There should be an independant game preview for Armory, no more need to select the 3D engine or shaders in Blender, all Armory in a separate window.
It would gain a lot about clarity and usability.