That kinda talk is liable to get you fired up around here. Understand that Blender is first and foremost a 3D program. As for being ready for VFX work? well, no man is an island and, likewise, no program is a stand alone. Every major VFX outfit (and a fairly good number of minor ones too) employ programmers who design custom software for the very reason outlined above. Blender developers are often recruited into the fold because their favorite piece of freeware is lacking some specific feature/set they need to put the finishing touches on one of their personal works. So, they’re loaded into the breech. And that’s how babies are born.
Ready for VFX work…lets see: 32bpc-HDR; R, G, B, A, Z, Vec, Nor, UV, ObID, pass it, matte it, exclude or recombine it any way you want it, model, animate, light, shade, constrain, modify, simulate, bake to IPOs, UV unwrapping (best in the industry), render bake, object to object baking, image rendering and compositing, Full Sample Aliasing (the most innovative and effective method ever devised for compositing 3D image files), import & export to other 3D file formats, script, , instance, mannage, dynamically link multiple scenes and files via built-in database management system, verse file checkout system…these are just a few of the features in Blender’s arsenal, many of which are on the leading edgeof 2D & 3D imaging capabilities so, to answer your question, yes; Blender is quite capable when it comes to VFX work but, the real question here is, “Are You?”.
Some shots are going to be time consuming and frustrating no matter how advanced technology becomes, that’s why they’re so damned expensive. Your solution however is rather elementary, it’s called camera clipping. Simply render several depth limited slices of your scene and composite them alpha over one another in their proper front to back order (this can be done sequentially and without interruption by creating a new Full Copy of the scene for each depth slice and loading each of these scenes into the compositor from the first scene. just be sure to adjust each scene’s camera to the next depth beyond that of the previous scene). Because you’re using several scenes you get the added bonus of freed memory between each scene’s render slice, allowing you to utilize massively more memory than any one scene could ever handle without running the risk of causing Blender to crash.