Neat list of features but what about asset pipeline? How can I take stuff from material editor or Maya into Nebula? There are lots of engines with interesting features but with very thin content pipeline. Having worked on engines and games it's often the pipeline and tooling in general which makes engines great even when there are others more capable in terms of renderer features.
The asset pipeline handles FBX and GLTF with regards to models. We read GLTF materials and support the baseline metallic-roughness natively. For FBX:s though, you need to edit the materials manually.
The biggest hole in Nebula is that there are almost no tools, so editing materials is painstakingly done in XML. We basically haven't had time to implement the plethora of UI required to interface with the engine in any meaningful way.
Long term, we plan to do all of this obviously. We used to have a pretty good toolset back before we did a total rewrite of the engine internals to get rid of all the smart pointers and move towards cache coherency and a data driven design.
We support a wide range of image formats as well. They end up getting compressed (or not) to DDS in the end. The import settings is also something we need to implement a bunch of UI for, but currently we look at the file name to reason about compression schemes and whatnot.