Well, I guess if the commercial companies had an aggressive marketing campaign that states “our app. can do what BlenDON’T” and offered discounts for those half decent at Blender already, this forum and the Blender dev. scene could become a very quiet place by the end of 2014 (and bring with it the termination of any sort of future for FOSS in the productivity sector, time to get the FSF to close their doors and remove the GPL scourge from the world of software, all hail the future where there’s no such thing as free software, you silly people thought it would be an idea that would actually work, hehe)
On a more serious note, if one could re-engineer the Blender Internal procedural texture system to optionally produce a tiled image with a texture node tree and spit out the result in the image editor where it can be saved (along with the addition of a tangent space normal map node), then Blender could become a useful tool for making textures as well. Make your textures in Blender before rendering the scenes that use them in Blender. As for the particle texturing, I guess you can sort of do that already if you can, as of now, save the result of a simulation using dynamic paint, but it might also be useful for Blender to be able to allow the final result be usable independent of the animation frame.