That being said, I suspect that the following quote would be a major hindrance for a lot of developers looking for a rendering engine:
> "This code base will not work on MacOS. Linux and Windows should both be fine so long as the graphics driver supports OpenGL 4.6 (…)"
These days, most projects/developers looking for a 3D rendering engine - including those who, like me, don't have any sympathy left for Apple and their business practices - will need a wide cross-platform compatibility including MacOS and mobile (both android and iOS). So the point "Porting the renderer to Vulkan" that you list under "Future of StratusGFX" does indeed seem like a priority.
In that same vein, I'd point out that given the very large proportion of end users that have relatively weak hardware, especially on the GPU side, and even more so with the ongoing tendencial shift from desktop to mobile, it is crucially important to keep in mind that while maximal realism capabilities are indeed an important goal, the engine also needs to have good fallback compromise capabilities for less powerful hardware, i.e. cutting back on the most computationally expensive parts and details while still delivering a decent enough result at a good enough speed.