There's some other places that migrated to Reaper because of its own specialties. Reaper runs great and is absurdly, unreasonably customizable.
That of course means extensive skinning capabilities, but it also means ReaScript, a scripting language with a whole API. I recently succeeded in using ReaScript to take my control surface, the faders of which I'd colorcoded, and using them to on the fly adjust output level controls on plugins I wrote.
Not just 'assign the plugins to a fader', or 'assign controls to plugin parameters on the selected track, or discontinuous selections of tracks', though those are also things Reaper happily does.
I mean, in a big mix I can assign track colors to the tracks in Reaper, and the parameters (in plugins, mind you, anywhere in the FX stacks) will all jump to the live position of the control surface fader with that color. A bit specific and personal, but it's entirely done in scripting.
The game industry uses Reaper for similar reasons: being able to automate generation of a game's entire collection of sounds has its uses. I would say it is the DAW equivalent of what Blender is, in 3D modeling.