The difference lies in that Josh is closer to the process than normally, a lot of bumps and bruises the is perhaps really easy to smooth out is normally not reported ( automating workflow, etc ).
So what's in it for the different parties?
Josh/Leadwerks: Shiny new promotional material; production blogs, and a simple ready made game licensees can pick apart and study - also the game it self if released on steam or the like could attract new developers.
The team: Self promotion, more direct developer contact and pushing your issues to the front
Already in this tread something has been uncovered that may not have been thought of before - how do you share a project between multiple parties, other than having a project lead that merges everything manually I don't see a way, so clearly here is some room for improvement.
at any rate it's just an idea