Sithrak - The god who hates you unconditionally
Much of this is way beyond me, but what are you trying to do? That's indeed what it looks like, but that's not what I expect from a (universal) game engine.
It looks like a 3D landscape system with characters, physics, and AI. Yes, that usually means action games, rpgs, etc. If you're not trying to make that, then you probably wouldn't choose this tool.
When I look at something like RPG Maker, that's not a problem, of course it's a game engine too, but they tell you straight away that they're purpose built.
A universal game engine is supposed to contain the flexibility and tools (in the form of libraries, mostly) to enable you to make what you want.
I'll try to explain: On one end of the spectrum, you could of course start out without an engine, just a blank basic core library in some language (C++ for example) that does absolutely nothing for you but allow you to read input (Keyboard and file streams, mouse input etc.), and generate output (Color pixels or draw lines on the screen, play sounds etc.), that would mean you do the engine-building yourself. This gives you the maximum amount of flexibility, but it means that you have to do tons and tons of work to even just display a 3D model on the screen, let alone stuff like shaders, physics calculations etc.
On the other end of the spectrum you have something like RPG Maker that streamlines everything away and tells you exactly what you can do where, ie. it tells you "here you can drop in your background, here you can drop in your spritesheet for your character, here's how you insert dialogue", all of which is fine if you're making a JRPG, because those are all things you need to make a JRPG, but it's not useful for anything else.
A task-specific game engine isn't something inherently terrible as long as you're making what the game engine was designed to enable, but it constrains you as soon as you try to do something else. A universal game engine contains libraries and concepts common across games, it doesn't give you as many task-specific tools to get one particular job done, but it gives you the tools to build those tools if you need them instead.
As an analogy, a game engine is a set of brushes and mixable paints and a canvas, a task-specific game engine is a coloring book and a box of crayons.
Here's a more concrete example: In Unity there's ALSO a terrain generator, standard gravity and all that, but if I want to, I can (and have in fact done so) completely ignore that: I can generate 3D-models (Such as a terrain) from scratch from within the engine at runtime and only use the graphics engine to display them to the screen, I can turn off the standard gravity and use the rest of the physics engine to write my own gravity system (For example to simulate the attraction between planets and the sun in a solar system), I can also just ignore the physics engine completely and write my own (OK, I haven't done that last one, but Unity wouldn't fight me if I wanted to).
What I'm looking for is a well-equipped workshop, Unity is one, and from what I've seen so far, UE4 is another.
The CryEngine as I've seen it so far is just a hammer, it may be an ultra-deluxe uberhammer that will allow you to nail stuff with half the effort it would normally take, but it doesn't help you if you have a screw.
What I find baffling is that this isn't necessary, they must have done tons and tons of work that would be useful for a general game engine, but they've locked away everything that doesn't directly pertain to first person shooters. It may be that they've optimized everything so hard to work for FPS's that the engine would simply break if you try to do something too different, or maybe they figured that for 10 bucks a month, people would be happy with a hammer and they'd keep the workshop hidden until you have the money to buy the real thing, but in that latter case they kinda forgot that their two main competitors offer complete workshops for free and 20 bucks respectively.
I suspect that, similar to student discounts and other cheap offers, the idea behind this is to get people to invest the time to learn the tool and win them as future customers so that they'll end up paying full price somewhere down the line (For the source-included license, which doubtless costs quite a bit more). The problem is that this constrained, pitiful creature, despite its nice graphics capabilities, is doing nothing to convince me that it's worth months or years of my life to master when there's other tools out there that do everything it does and more.
Learning an engine (Or any common framework really) is an investment into the future, whether that is to make one more employable or out of personal interest, the ten or twenty euros a month are nothing compared to the work one must invest, this here has convinced me, right out of the gate, that it's a waste of time.