Knowing what I know from working in the software industry (as well as having friends in game development, having interviewed for the roles, and constantly getting emails from recruiters about said roles), the main draw of the most popular 3D engine at the moment (Unreal) is that it has crossover potential. Out of the box, you have something that anyone of any skill level can pick up and use. (Even if this isn't what you're going for, or you specifically market to a skilled/experienced crowd, this is still the case.) While this seems like they're pandering a great deal to children with rich parents who will absentmindedly pay the subscription fee (they are, but that's not the point), they also want a full team to have the highest accessibility to their product as possible. An artist, a level designer, a programmer, and an intern off the street could all open UnrealEngine.exe and have something working within their respective fields within a matter of minutes.
There's also the point that Unreal Engine (Epic Games) knows how to sell itself. I'd hate to see another comparison that clearly shows Ultra as the winner only for someone to say "w-well, it doesn't have Nanite!" These are the types of things that the "little man" tech news channels tend to latch onto, and collectively their reach is great, and largely to those who have about as little knowledge on the subject of game engines as they do.
The point of me saying this is that to attract both the Leadwerks users and the enterprise users, you will likely have to do a lot of work on presenting this engine in an aesthetically pleasing a manner as possible, as well as provide toolsets that can be used seamlessly by those people. I hate the fact that people will defer to their lizard brain and just go to the flashiest coolest thing possible, but I can say it's better to have some semblance of this initially and let people discover on their own how capable your engine is than to try and wow people with the more technical only for it to push people away.