If you mean they would be features in the final game that allows gamers to build things without access to a modeling program, then that would make sense.
The issue though is that the BGE is very limited in what it can do in terms of the actual building and editing of geometry along with its properties (meaning that even using the engine as a prototyping tool will be a challenge). Compare that to many of the other known indie engines where you practically have the means to code a modeler inside of a game if you want to.
Now you might cite previous discussions where people have found a way to create decent geometry-editing features in game demos, but only because they managed to find a very clunky way to hack it in that would become a nightmare to maintain and to add features to.
I agree with Ace Dragon. You can use Blender as asset editor. There is no need to fiddle with the BGE.
You can’t test anything with the BGE. You would test the map with the BGE not the map with the Game it is supposed to use it.
I know there are such development methods (e.g. developing mobile applications on a PC), but they suffer from the same problem. They need simulators that mimic the exact same behavior as the supposed target platform.
Just use Blender. It is an editor already. No need to create a new one from scratch. It is a good base to add Python plugins that support level editing towards that specific target.
One of the thing that I like about blender is that the level editor and game engine is in the same package, but with that said I still anticipated a more “integrated” experience in 2.8, imagine building a game from inside a game :yes: like you never ever again had to ESC to edit the terrain or texture or anything in your game, or you can pull out a console and code/node logic from inside the game(I believe Project Spark and Peria Chronicles are pitching this idea)
That kind of integration of blender and game engine might just turn the table around, really I mean I have more fun building my own game than playing AAA titles these days
The reason why those games have in-game level editing is to give creative possibilities to the player because more likely then not, they have never touched a 3D application nor do they want to expend the effort to learn one (in-game creative tools are designed to be specifically for the game in question).
Again, this makes sense if Wrectified is to have creative tools for the people playing your game (the people who purchase a copy on Steam or some other storefront), but otherwise I don’t see why you need to replicate Blender itself in the BGE (it would undoubtedly be far slower and far clunkier because of the BGE’s API limitations).