Hey Moritz,
We can argue about why PRMan is chosen or not in studios until the cows, and several other farm animals, come home, and we can do the same about shading languages and deployment, but all I was addressing, and the point still stand, is that the article and Pixar’s claims are ridiculous because of the biased context.
Nothing in the article discusses shading, shading languages, deployment or development issues or anything similar.
All it does is pimping point clouds for the sake of themselves and for their use for look-up heavy processes like bleeding and ambocc.
Limiting the discussion to those subjects, their time comparisons are ludicrous and inaccurate, since they fail to mention that the slowness and differences are when they compare the times to their own freaken faults (an emabarrasing raytracing implementation pretty much devoid of any intelligent acceleration structure).
Bring into the arena decent (or even crappy) raytracers that don’t suck, even the ones riding on chiefly REYES products like 3delight, and you know that those numbers are simply wrong.
The same goes for the claims of comparable accuracy, feedback and lack of artifacts. It might hold true when they compare internally, but when you bring in other vendors the artifacts and flickering have been gone for quite a while now.
Often times even PRMan heavyweights ended up running their ambocc bakes into a raytracer for how unwieldy, slow and memory hungry point caches were, not to mention the ridiculous network and wrangling impact when you compare the results to what a decent RT can do in a fraction of the time recomputing.
Comparable accuracy, on large, complex, and highly variable density in sets that aren’t lodded crazily is absolutely not there, raytracing will run circles around pointbased with its splotches and missing areas that require multiframe all the time.
Last but not least, the claims of point based techniques ushering a new era of things previously impossible in film productions is pure, unadulterated BS, since several flavours of raytracing have been used for years, and remain in use today even after pointclouds have been massively adopted, to obtain stellar ambocc, irradiance caching and SSS, and even now that pointclouds are available and acccessible, it’s not uncommon to trace them from something when other building methods aren’t viable.
So while all the points you bring up are valid in certain contexts, in the context of the article they are really irrelevant, and Pixar’s claims remain highly artificial and conveniently forgetful about their competition having far exceeded their technologies and results for quite a few years now.
And yes, AL (and consequently guardians and all the movies we’ve worked on and the one we’re working on) is a PRMan bastion for many reasons, most good, some legacyish, like everywhere. It doesn’t mean that everybody using it feels great about it though, or about having to write several GBs worth of maps on disk and having to optimize the hell out of a step in a multi-staged process just to get a freaken ambocc pass out that would render in minutes on a less obsolescent engine (and I’m not talking about AL specifically here, because I can’t, this is what you’ll hear from a large number of TDs in many different, and large and PRMan friendly, shops).
But then, I don’t render much here, and my opinions do not represent those of my employer, so don’t align my personal rants for fun, with my employer’s choices, you’d find quite some divergence 
AL’s most likely differs, mine is that PRMan’s and point based techniques aren’t always the holy grail, they are often a bunted screwdriver handed to you when you have a nail in the wall you have to deal with. They remain great when you’re dealing with screws, but we don’t deal with just those like REYES fedayins would like me to buy into 