How does my example prove your point? Just because that something is difficult to work with doesn't mean that it is outdated. A game engine and it's core can be changed and enhanced if you have access to the source code. Thatswhy iRacing switched to a new DX version, rF2 switched to 64bit support etc. It is all down to the point what a developer wants to achieve with an engine. So far I don't see an alternative for ArmA or rF2 and they are the most up to date engines you can get in terms of
all areas and not just graphics processing in their market, or can you point be to alternatives?.
That said, every new engine has it's own quirks and problems, so you have no guarantee that you won't brake stuff there, when you fix something else.
I follow the development of Squad, a military shooter on UE4 wich is bascily the goto engine for new games. They have alot of problems getting vehicles to work properly, wich makes UE4 far less advanced in some areas, where the ArmA engine just blows out those average engines (physics calculations in different areas like balistics, penetration of materials etc., AI and pathfinding, volumentric cloud system, physical water and much more).
People need to get rid of the mind set, that new is always better. Functionality is much more important.