That's a nice looking engine, looks like it's still early days for it. No licensing information or any info on content creation tools.
Doesn't so much look like a game engine as a technical demo for one in progress. But I'll keep my eye on that one. Certainly worth an inquiry for possible future use.
As for why we chose Leadwerks. Couldn't find anything better at the time. It offers an intuitive SDK, first rate vegetation system, physics, LUA scripting, audio, fairly awkward but usable content creation and pipeline tools, plus deferred rendering that gives us incredible lighting that would bring a normal forward rendering engine to it's knees. Also as it's OpenGL it was easy to put in a lot of earlier work without many problems. It's not really made for large scale games but it's good enough for our needs.
Engines tend to be highly specialised. I'd like to look at Outeera in some detail when it's production ready. That z-buffer it uses it awesome, a tough nut to crack.