RTB isn't bad, it's a lot more flexible than it looks at first glance and the default assets can always be skipped in favor of different ones. It has some weaknesses, but there are also some HUGE time-saves in there like tree placement, laying roads down, string objects for things like fences and telephone poles, setting up grids, pit boxes, and timing objects. Grabbing the imagery from google and being able to paint on top of it and have it output a ksmultilayer based material is also a huge strength.
There's a lot of crap made with a minimum of effort in RTB, but the same can be said of any 3D tool. There's also a lot of great tracks built with RTB that look and drive great because the author put in the time to use all the tools it provides.
Sure, all of this stuff can be done in blender or some other expensive 3D tool, but it's a much larger learning curve.
Also the support is great. I've reported bugs and had the developer contact me directly and work with me to troubleshoot and fix the bugs with test builds and stuff.
I do wish I could rename road objects though. Such a pain to go in and do that later because I always forget to rename the pit to 1PIT_*
For scratch built stuff I'm definitely sticking with RTB, but I've moved all of my track conversion workflow for converted tracks over to blender. (I was using 3dSimEd almost exclusively for track conversions before and blender blows it away there)