Ignoring geometry and texture paging, curve support and volumetrics (all of which I'm slowly working on), it could be used in production.
But then I guess any renderer can produce a pretty picture with physically-based shading - but speed-wise (it's a brute force GI renderer only, no irradiance caching) it's competitive with the other CPU renders out there with similar settings. The harder stuff is memory-efficiency - Arnold's amazing at this, and numeric stability over all different types of data.
Given the amount of research out there, it's really not that difficult - most of the hard stuff I found was decoupling the GUI (I've written my own context-creation / scene editor as well which hosts the renderer) from the renderer - that involved a lot of re-writes...