There is no one game that does all. That's my point. I've seen several games that do something better than the other.
With regards to your observations on UC4.
1) The SSS on Nate in gameplay isn't very good looking. I've already mentioned this in another thread. But neither is The Order. I like the approach that CDPR used -- basically don't use it.
2) There is no SSS on hair. That's backlighting and it's used extensively on W3 for foliage as well as a myriad of other games. Remember that neither Nate nor most games use actual hair primitives while in gameplay. They are just strips of geometry with alpha maps on them. No AO either.
3) Deformable muscle -- again not in gameplay.
4) Explosions and smoke definitely look the best in Batman AK (at least the PC version w/Gameworks) and SW:Battlefront.
5) Fire? That's all artistic preference since all of them use sprites. I happen to think even the fire in the Order (especially the lamps) look incredible. It's also not surprising that one of the main artists for RAD now works at ND. She is extremely talented.
6) Physics -- I'll give UC4 that. But that's what they said they would concentrate on and they nailed it. However, it's not that they extracted some secret sauce of the PS4 that only it can do. Which is another one of my points. If any other dev wanted to focus on that, they could as well. As you said, Batman AK comes close just not to the same extent.
7) Foliage -- Ryse/Crysis 3/FC still has the best looking foliage to me. But the collison detection was also mastered by CDPR which used it extensively for pretty much all of it's movable foliage too. Again, not something magical that only ND has done.
8) Animation -- UC4 has excellent use of pre-baked animation. Looks really well done. But more impressive (from a technical level) is the procedural animation of the zombies in Dying Light. It's just incredible how they are unaware of obstacles and they fall, stagger, try to get up, slip on surfaces, etc..Which I think is much harder to implement in a game engine.
9) Textures -- clearly ND sacrificed texture resolution in that demo. While everything else seemed to come together nicely, the sheer texture detail was lacking. Again attributing to the limitations of the hardware -- not the engine.
Lastly, you didn't mention Lighting -- which is extremely important. The Tomorrow Children, Alien:Isolation, and Fable Legends all has taken GI a step further from baked light probes (which UC still uses). Batman AK has incredible amount of AO and shadow maps. W3, Dying Light, FC3, DriveClub all use dynamic shadowing from TOD. AC:Unity has the best baked GI maps for interiors we've ever seen.