Yeah the thing is, this is exactly what Blender did to the market 11 years ago. It has only grown since. It is funny I was having arguments on the LightWave forms 5 years ago about this very fact.
So in my opinion it is not about making something “good enough’ or some kind of compromise. It is the fact that for many applications and companies or clients Blender gives you all you need and more.
It can be, is and has been for a decade the central app in a lot of freelance and small studios,
I speak as a freelancer who came through those post 2.5 years. And I have not only been freelancing solid with no other income sources for 10 years I built a studio on that basis.
That said the money I made from Blender allowed me to expand my toolset. First to XSI then to Maya and Motion Builder as well as external texturing apps and of course Zbrush.
And kept that same mindset in my studio. And so, this means renting software only as much as needed.
I know for a fact that I can speak for other midrange studios that software cost is an issue. It is a huge issue. Software management-deciding who and when artists need specialist apps - is essential to staying in a budget and also taking advantage of commercial specialists apps is imperative to staying competitive and working efficiently.
These days are even more competitive than ever.
You have to be better artistically and have the best tools more so than in the past.
We are a long way from getting specialist quality out of Blender for some key areas.
Even studios that use Maya use it in a pipeline with other specialist apps.
But for modeling UV and rendering Blender delivers a parallel with almost everything.
Animation mileage may vary.
And 3rd party rendering can round out the package.