I would quess the RT becomes more interesting choice when you do motion blur and depth of field in camera.
Subframe time aware shading, light and shadows can be very nice for quality.
For rasterization you might do just time aware shading, or try to do sampling of surfaces aware of dof/mb or full blown stothastic rasterizer.
Though I'm not sure if any of them can be close in quality and most likely far in elegance of RT solution.
I mean, just scatter samples interpolated between previous frame and current frame along the given pixel's path. Probably no one will be able to tell in most side by sides with a six axis motion vector and filtering after, it even includes time dependent shading.
UE's new depth of field is also really close to "no one can tell". A slight modification, stochastic transparency for "inward" (foreground) blurred pixels so the odd dissoclussion artifacts it has from hallucinating those pixels vanishes would help, but that's probably enough of a fix.
The primary use of RT right now is right where it should be, making developers jobs easier so there's less/no baking. The art pipeline has become the major blocker in tons of AAA titles moreso than anything else, so that's at the top of the list. Motion blur/depth of field might be cool, I'm totally open to being proven wrong, but even if its it feels far down on the list.