I know that. I am simply concerned about the quality of a map exporter and especially the reliability regarding "no leaks" when the mesh gets very complex. It is simply about the map compiler and the prevention of leaks. Modern games don't have to use TxQBSP.
Doom 3 used boxy corridors, but interspersed with a lot of .lwo mapmodels and patch meshes. I thought that worked quite well. It has no rocky outcrops levels simply because of the theme. ETQW is an idtech4 game that does have lots of outdoor settings and megatextured terrain, and still uses Radiant - as a container, which I think is an adequate role for a level editor, but also for brushwork, indoor areas, and placement of entities. With mapmodels on top. Crysis 2 still uses a (very popular) level editor (with support for brushes).
There might be things a dedicated level editor does better than Blender.
But if Blender can one day be used as a map editor, and produces maps that compile and run properly, then I'll gladly switch to Blender exclusively (I already use it for mapmodels).