Blender is a good software but we have 2 blender users in the team and we will likely all swap to cinema mostly. blender is still free and you can always do something you cant do in cinema if you need.
The biggest drawback in cinema for us is the lack of Multi UV editing and relying on a script for face weighted normals and such things (and bad booleans)
Working with a modeller on Blender who has always used it, I noticed that it also has a lot of downsides like cinema or any software.
Some things you think are given in cinema seem like a godsend in blender. If you want to use a cylinder in blender, then change the amount of sides - you do that once, then its editable when you move it once. You cant stay with primitives and just change their size later without making them editable.
Things like arrays are not easily done. These are things where I think "***" - but it also has a lot of upsides clearly. It does feel as if some things are just not possible to do in cinema, but in the last years the gap has closed noticeably and cinema has really gained its own big advantages.
So is the other side of the grass greener? Id say definitely no.
Its up and downs. Volume builder and fields are a game changer on cinema for us. Cinema has a great hierarchy and makes it easy to change things down the road. Non destructive workflows are really second only to Houdini I would say. Also the cinema UI is the best, making it very easy for me
to make a easy to use workspace for the team getting everyone on track fast, while Blender has the worst usability of all 3D apps still, which is the mayor drawback of it. If only cinema had a little more care for realtime. Realtime clearly is the future, and game dev is a big market.
If anyone from C4D is reading this, give us multi UV, split phong by UV islands, face weighted normals workflow options and cinema could be amazing for gamedev and any realtime art.