This is mostly a consequence of varying levels of knowledge of whoever was making that comparison. They themselves stress that point in the video. They wanted to see what the experience would be for the average user out of the box. It’s quite clear that all of the renderers use different types of color management/tonemapping, which alone causes a lot of difference.
Blender, in its current state is not indicative of needs of all. What I proposed would be improvement to the needs of all, regardless if layers are ever introduced or not. There would be almost no one who would not benefit from the 3 nodes I mentioned, be it people who use them directly, or people who use them indirectly in a form of more abstract smart material nodegroup. But the main point I was trying to make was that the layer workflow alone would not add any new possibilities to PBR texturing in Blender. It would just make some of those possibilities more convenient for some users.
On the other hand, there are some things that would actually increase the amount of possibilities. And the lack of these possibilities currently is one of the main reason Blender is not widely used for PBR texturing.
That being said, rather than being vague, could you just post a practical example of some of your current needs? I don’t mean bullet point list of features, but an actual example of workflow on some practical result. The features you mentioned have almost nothing to do with layer based workflow, but rather with lack of properly simple baking tools and lack of more texture painting tools.