Boo hoo with your bitching about compile times. That massive compiling process is the reason that Source engine games (even ones released in 2004, CS:S, HL2) can still hold their own graphically against modern games. Half Life 2 is actually probably in my top 10 games graphically, and it was released seven loving years ago.
I don't know how much you've actually studied the compiling process, but I think it's absolutely brilliant. The fact that such good looking maps lighting, texture, and complexity wise can still be played on older systems is a technical marvel and that's worth waiting a few hours ONCE for.
Source isn't Cryengine, and it isn't Unreal, but that doesn't mean that it isn't just as valid and technically astounding. This whole tirade against the Source engine makes it seem like you think Valve half assed the Source engine and ignored technical standards for today's technology, which simply isn't true.
By the way, even with basic optimization compile times can be cut down to amazingly small numbers. Relatively unoptimized, I started compiling my map and 11 hours later VBCT crashed at around "7..", which is probably only 30-40% done with VVIS. I added twelve large and logically placed visclusters and the compile took four and a half hours.