I never needed inheritance or nesting, most of the time when i make a prefab it's unique like a tree or another new version.
In godot you can't save instances as a new branch or new scene or when sub nodes have scripts.
There is no scene additive support, for example i want to load and unload sub scenes in the main scene, each sub scene as it's own level, prefabs, and scripts. I'm not saying Armory do better in that field, but it's something lacking.
Armory workflow is unmatched because the level editor is Blender full functionalities.
Dynamic sky and water already surpasses Godot, while those can be used in most complex games, there is some work on Godot to get those nice graphics features.
My choice for release game remains Unreal 4 because it's prooven, the fundation is great , and there is much more than the editor, there is no need to present all it's functionnality and next gen capabilities, it's too long :D
Armory is in Beta and has it's own issues, like Godot needs some work, but i enjoy trying both.
When both will be more mature, the choice will be about how you want to work, what editor you prefer, what scripting language you want, or because one of them has some features you want for your game.
Like Unity and Unreal, or like Gimp and Krita, perhaps Godot and Armory will become the most popular open source 3D engines, so we will have some choice and this is always better to have more choice ;)