I don't think your characterization of the many, very legitimate cases in which HW RT is not currently an appropriate solution is fair here. I don't know if you're being hyperbolic or just selective but I will state for probably the 10th time in this thread that keeping a good, up-to-date BVH for a complex world at high quality is still an unsolved problem with current hardware and APIs. I'm pretty proud of the Matrix demo/CitySample but I will not pretend that it doesn't have a host of its own tradeoffs and compromises to achieve the goals there that are not going to work for every application.except for corner cases such as kitbashing, laziness or lack of expertise, or just the fact that SW RT is used by default
Furthermore experts can get good results out of both systems. HW RT in some ways may be more forgiving in terms of quality to folks with less expertise, but for the ones who know what they are doing you can make Lumen look good in either mode. HW RT is primarily important when you have smooth, highly reflective surfaces, but even then you need to make some tradeoffs with respect to Nanite geometry.
Anyways I'm as much a fan of triangle RT as anyone but you guys need to stop treating this like it's some black and white issue; it's one of the tools in the toolbox that helps achieve good lighting quality, but it is neither without its own issues, nor a complete solution in and of itself.