Yeah it's still not generally available, only to selected special projects on which we usually have to participate directly, with all the support and development costs it includes. It's a gargantuan project, and the world construction and all the global imports and everything around it takes most of our time, while the game side of engine functionality is still far from being usable to developers who can't afford direct support. Right now our licensees have to invest a lot of resources into development of features that people often take for granted in other popular engines, and of course the scale makes everything much harder.
Releasing our own game on the engine (and not just a tech demo) is the necessary first step, though for general usability one would also need documenting all the stuff and having a support team, not just a lot of internal knowledge. Also it requires our top priority to be licensing the engine, but we personally would more like working on games and sims, while the engine we built is just the means to achieve it. Therefore it's more likely that there will first arise an ability to make games on a sim platform we release, aimed at mod makers initially, which would also address the problems of scale and the data required ...
Another way is to make a terrain exporter so that folks can take the terrains into Unity, though that's a separate set of problems in itself, and I have no idea how Unity will handle that (switching from procedural to streaming?).