Personally, I prefer the default assets that come with RPG Maker engines compared to like 90% of what other people create themselves for their own games.
Generally speaking, if someone has the artistic talent to make good assets on their own, for a game they want to make… they aren’t using RPG Maker that much, as their talents would be better served in an engine of, shall we say… higher quality. You may have outlier artists and such, but they’re outliers for a reason.
From my point of view, I’m not convinced an “asset maker” in the engine would actually help many people. Especially those who aren’t that artistic to begin with. Especially when we consider the quality and “not user friendly” nature of what we do have in the engine to “create your own assets”. One need only look at how cumbersome and rough it is to create your own animations in the engine to imagine how that level of quality would translate to creating your own sprite sheets, or tilesets.
Don’t get me wrong, I love RPG Maker (it’s my engine of choice from everything on the market, currently, as it fits my skill level, skill set, and personal sensibilities of game design), but I do not carry misplaced confidence in the engine or what the team who revamps the engine every few years is capable of making. It’s made decently clear on every release that they don’t have a QA department, for starters. Nobody that goes in and tests functionality or ensures the documentation explains correctly what a feature does (or how it works) within the engine. The fact that a lot of the features are like nested menus upon nested menus for design is already sort of a problem.
I, personally, would not request a feature of the engine that the dev teams have no hope of pulling off even moderately well. But, that’s just me.
The engine is as “bare bones” as possible so that those who truly want to make a game with it, will put in all the effort in the world to do so and go wherever they need to, to make it happen. I think everyone else just needs to use the program to learn how game design works, or learn whether or not they even have the passion to make a game.
It is what it is. The program needs a lot of features, and reworks, and edits. But, I just don’t think the team in charge of each new rework of th engine is capable of (or hired for) that kind of programming work. I think what they’re usually capable of is adding minor features through some simple programming.