Why is Maya LT's focus only on game dev. when it is used for film, and other fields, as well? Maya renders are not a good indication of how something will look in a game engine, so I can see the lack of an LT renderer in that situation. Yet why should Maya users who use it for other 3D fields be forced to the practice of exporting their work in order to render it? This is a break in some workflows, an unnecessary one.
The ability to tweak material and lighting settings, and preview it via a test render is a cyclical process, sometimes requiring numerous iterations. So, to be able to do it all in one package (Maya + Renderman for Maya for example) saves time, a little here and there but a lot over time. It is about establishing a fluid workflow. This, no doubt, is why companies like Substance have moved from just being another app to alt-tab in and out of to one that extends many of its features and interfaces, via plug-ins or round-tripping, with apps such as Maya and Unreal Editor. Allegorithmic realized the importance of a fluid workflow, of keeping your mind engaged on getting work done, rather than learning and becoming efficient with the varied UIs of multiple apps.
Wouldn't a lack of rendering in LT force people to seek out competitors' products, such as Blender (hello Renderman!) to finish their work? At what point do they start to consider just moving the whole pipeline to said products? Pruning minor features is one thing, but to focus LT on one of many 3D fields where Maya has had a solid foothold seems odd.