Armory3D's appeal includes building game scenes in Blender. A replacement should be tested on that production loop, not just on a standalone engine demo. Create a small scene with materials, lighting, animation, input, and collision; export or run it in each candidate.
Note every asset conversion, visual mismatch, and manual fix needed after a Blender edit. Test a second iteration, because a tool can make the first import easy but later changes painful. Check target-platform builds and how non-programmers can change logic. The right choice minimizes rework between art and playable behavior while remaining maintainable by the team.