It mostly depends on what you are aiming at.
Middleware engines target programmers, instead of writting your own game engine from scratch, you’ll have basic set of features such as actors, scenes, resources managing (without having to write your own wrapper for graphics, sounds, networking) …
Otherwise, engines like, for instance Game maker, Godot Engine, Unity, Unreal Engine tend to be more of an IDE for games, emphasis is given to game development not to programming,i.e to Game Designer, Programmer, Graphic Artist…
They do not share the same purpose, it’s like comparing a sedan and a race car.
These are tools, workflow mostly depends on user’s experience and the scope of the project.
For me, you’re a bit confusing, I don’t understand your point.
"There’s a reason no games were ever really released with success in Eclipse. These game engines appeal to the lower crowd of inexperienced developers."
There isn’t one reason, but tons of reasons (a few one) :
-Engine is outdated (Flexibility is close to 0)
-Some dev even experienced one fall in the novice trap of programming a.k.a they only focus on development of game engine features and not on the game dev itself. The result ? A game engine frenquently unfinished (because building a complete/dedicated game engine is really time consumming) and no game done.
-“These game engines appeal to the lower crowd of inexperienced developers” - I agree.
-"Game development is hard. " - Marsh I agree too.
-ORPG tends to be less attractive nowaday just like MMORPG(Moba are in da place).
-I forgot : Lazy guys
"Why making a generic Mirage-based engine is not a good idea in 2016."
Some devs still use RPG Maker 2003 to build their game, making a generic Mirage-based engine if nicely done could seduce people and result in having developers making good little game.
I can get back to my sentence : " I don’t understand your point."
First you spoke about Mirage based engine, then about workflow and productivity which induce to professional dev, then getting back to the failure behind Eclipse Engines(in terms of game released + get success) which induce amateur dev.
Comparing professional approach to the amateur approach is meaningless.
Mirage engines never aimed to allow you to get your project to a professional level.
The main difference between professional and amateur is that professionals (in most of the case) know what are their needs and their constraints and then are able to choose the tools which will fit their workflow the best.
In the “professional world” all these solutions are “good for their purpose” as matter of fact :
-Valve => Source Engine almost started from scratch (in fact: it’s based on Quake engine)
-Mobiles games some use Unity, some use Cocos2D(middleware), some use Unreal Engine.
There isn’t a best solution nor a fastest way, it’s all up to you.
The questions are more about your skills/experiences, what (software) you’re comfortable with, your team(and the skill of your team), your goal, your project…