So essentially, you are advocating that any fluid simulation system outside of Houdini should only be used for single system physical simulations like filling a glass with water? So simple non-VFX big budget scenes like ice cubes floating and moving around naturally in that glass during a product shot of Don Julio #70 Tequila being poured over ice should immediately cause the artist to bail on C4D and start learning Houdini?
Not sure how you could do a natural interaction of ice and fluids realistically in a product shot where the fluid simulation pushes and moves the ice around while the moving ice also affects the motion of the fluids. That is a multi-physics simulation at its most basic. I don't know, but simple product shots like that are keeping it real and are the bread-and-butter shots for the independent artist. While I have not surveyed the entire industry, I think it is safe to assume that the first "go-to" tool for artists working in the product advertising field is NOT Houdini.
Also, what is the point of GPU enabled fluid simulations if they are ONLY going to be used for simple scenes? Sorry, but my original point stands. If you want to do more than filling a static non-moving glass with water and get into multi-physic simulations, then the workflow using a JangaFX's stand-alone apps becomes a problem. And if all you are going to do is fill a static glass with water, then that is something XP can handle today very easily and completely within C4D.
Dave