using Unity here, pretty satisfied with it. You can do a lot until the engine becomes a bottleneck, and actually, you can very productive thanks to the good tools and documentation (which is not a given in some other engines).
I am pretty excited about trying out UE4 now that Epic is showing Indies some love with less-strings-attached (the 25% royalities in UDK kept me away). I will one day, I know that. But first things comes first, and that for me is to finally get the prototype I am working right now to a state I can show around... and as everything is started in Unity, is coming along nicely, AND I am also pretty excited about Unity 5, I will stick to Unity for now.
I used Esenthel for some time. Good renderer, advanced features at the time (DX11), and nicely integrated functions in some areas (creating graphics settings was extremly easy thanks to how the framewrok was laid out in the code). What was really amazing was the built in streaming terrain. It... just worked. Without anything but a small microlag when too much had to be loaded from disk. Still, pretty cool when you think that you could load a huge heightmap created in World Machine, divided in chunks, and have many miles of very detailed terrain. Also, the dev will listen to feature request.
Oh, and before I forget, the Importer is pretty good. Loaded my Meshes created in 3D Coat without any troubles whatsoever, when I need to tweak them everytime I import them into Unity (normalmaps are in the wrong format).
Negatives were terrible tools at the time (though the dev did something against it and released a new editor), some glitches (imported terrain heightmaps had small errors at places. Only in few places, still), performance woes of other people (I never got to stress the Engine to that extent), size of the built scene on disk (arguably huge in my case, 8x8 KM with 1x1m heightfields. Could have been my mistake for assuming the system was able to handle this. Still, multiple GBs for a single scene without much in it besides the terrain IS rather extreme), and the weird direction the dev of the engine took made me look elsewhere.
I am pretty sure that Esenthel will be a very good choice if its strengths are needed and the weaknesses are of no concern. If you are a good programmer (I don't know how good the new tools are, the old ones were just 'usable'... and a lot of stuff was much easier to do in code), you need a good terrain streaming system and huge scenes, you need a good DX9 Renderer (forget the DX11 specialities, they were quite broken when I tried them. Maybe they are fixed now, but anyway... who really cares about DX11?), and you are expirienced in how to setup your scene to prevent overloading the GPU or the CPU with draw calls, Esenthel will give you a very good Graphics with little intervention from your side.
Its certainly not for the inexpierienced, or non-programmers. There were issues with the implementation of the terrain streaming system back when I tried. And I would be quite wary about how Esenthel would be able to compete with next-gen engines like Unity 5 or UE4. From what I have seen, the dev of Esenthel is an extremly talented developer... but competing with companies like Unity or Epic as a single guy... Also, the community is rather small compared to Unity or Unreal. There are certainly people eager to help, but there are just not many of them around in the first place.