These points probably have already been made, but here’s my two cents on Cycles vs Eevee from a not super deep understanding of either, but a rough enough understanding to hopefully make a few good points.
The difference between Cycles and Eevee at the core of things is how it renders a scene. Cycles follows each ray as it traverses through a scene and tracks the state of the ray with every interaction with the scene (reflecting off of surfaces, refracting in surfaces, passing through volumes, etc). Once it has done that, it gathers the rays and produces the final pixels. Eevee, on the other hand does things in layers. For example, shadows are a pass that are added onto the render instead of an intrinsic part of the light simulation. Where Cycles simulates light, Eevee (for the most part) fakes it.
So, that’s the core of the problem. If you want Cycles to be more like Eevee, then it has to give up it’s promises of being an unbiased renderer. If you want Eevee to be more like Cycles, it either has to change its framework to be more like Cycles or add more passes onto the renderer, and then you basically get another Blender Internal. There’s a trade off that you have to make with Cycles vs Eevee vs Arnold vs Render Man vs Unreal vs Unity vs… Each renderer has its own strengths and weaknesses. While adding raytracing support to Eevee will give you more accurate reflections/shadows/global illumination, there’s going to be a cost paid. And that cost will either be slower render times, or less accurate effects (or both).
At the end of the day, there’s room for both renderers. Sometimes speed is your #1 issue, and sometimes accuracy/shader simplicity is the most important thing.
Lastly, this is ignoring things that one renderer has over the other because of some limitations such as time and what the technology can do. For example, you can use Cycles in other platforms if you hook up its API to the other platform, while Eevee is Blender only. Or, Cycles can be put on a render farm with either CPU or GPU, while Eevee is not as easy to set up on a farm. These limitations can be resolved given time/resources, so I don’t think it is really worth saying one renderer is better/worse than another due to these.