I would be happy to know more about that Lux Studio you all seem to have in mind. Because, I may be wrong, but i fear it's a false good solution. First and foremost doing 3D in general is not easy and will never be unless you want deliberately something for children or grand ma. Photography can be easy with a point and shoot camera but what worths the result ?
If you want to make Luxrender accessible to others then why not integrate a talent-generator ?
You know you have a button to click and hop, voilà, you have a master piece than you can show to your friends. Then you remove the humans totally and let the world run by machines. And that would be so great if you are fan of Terminator.
Blender like any other 3D app is complex and all the features are useful. For instance imagine you decide that animation is not the goal of Lux Studio. So you will have to deal with Blender for the animation, export the objects and fiddle in your Lux Studio application separately for the shaders. Very nice but what if you would want to animate some shaders parameters ?
You can remove a lot of stuff, at first LuxStudio will be easily maintainable, simple and smart but it will nevertheless oblige you to have a Blender (or maya or max) project and aside of it some settings for LuxStudio, two project files. It's not very user friendly. Specially if there are some redundancy between LuxStudio and Blender. You will have to chose where to set a given parameter, probably a lot of confusion for the newbies as well to find a good workflow, it doesn't look that brilliant to me.
Sometimes i find Blender very badly conceived, and unintuitive but i have to admit it's an overall good all-in-one package and there is not actually a FOSS alternative. The current Blender 2.6 is supposedly to be "stable" but if you have followed the Blender development you know that they suddenly claimed that Blender was stable again, whereas it was still requiring a lot of polishing and core achievement.
Just realize 2 minutes that they are now going to switch the whole thing to Bmesh and that there will be probably quite a lot of instabilities that will hit the average joe during the next 2, 4 or 6 months. I don't known, but i don't think we cannot bash them for changing the API since Blender is so a moving target actually, it's more a beta quality software than anything (for instance all the exporters are crashing constantly). It is how it is. It's a good thing if you consider that the underlaying changes are necessary, but yeah it sucks badly under its unachieved condition.
And it sucks badly not just for Luxrender users. I am not sure you can have a lot of satisfaction using Cycles right now, the old internal is appealing to those who don't need GI, but I am afraid there are a declining population. The Game Engine allows some experimentations but was never used commercially for any serious games. Not sure how usable it is right now. And so on. Quite a mixed bag, but it has the merit to exist and to move fast.
An independant Studio app won't bring you something as integrated than Blender, forking Blender is a joke as you don't have the resources to do so in term of man power. You can restraint yourself to a set of patchs that you will develop on your side, but it will not be a true fork in the sense of really taking the leadership of the project.
All you can do is to wait they stabilize the API and eventually constitute a group of pressure (kind of a lobby, lol) with the other people working on other engines like Yafaray to obtain a specific set of features. May be you should stick with blender 2.61 (or 2.62) from now on and don't support officially the next releases until Bmesh is usable.
I think it would be a better idea for the Blender foundation to stop developing engines, and refocus Blender development as a fully open and versatile multi-engines solution. Well, they can maintain some engines aside of Blender but stop presenting them as the primary ones. Blender should only be the 3D modeling suite and let people choose what they want. Unless the Blender foundation goes very big they won't have the resources to be brilliant both at the big 3D modeling app thing AND at developing engines at the same time.
May be it's the root of the problem after all. Blender Foundation has made some great things historically but they cannot be good on all fronts. Not being proactive in embracing a more open game, given the speed at which things are moving in this field, may play them some bad tricks.