I'd agree; there's no Blender-for-Audio yet.

If you're familiar with 3D Graphics, you'd know that Blender's situation is different to that of, say, Inkscape. For much the same reason, it's different from Ardour's. Its suitability for the "industry" is just behind Cinelerra. The equation would be something like this:

GIMP (raster) < Inkscape (vector) < Ardour (audio) < Cinelerra (film) < Blender (3D)

So as we can see, Blender fairs well in its market. It's so capable that it's one of the choices for a _professional_ graphic designer. It's used in educational institutes, it's got certifications, it's got good level of marketing, a bigger following (majority of whom can't be bothered about open-source). In short, it is pragmatically well-equipped to serve in its field as a _major_ player. Consider that you have about a dozen other alternatives to 3D, pitted against the beasts like Maya and 3DSM. See? Most of us can only name 2 major products.

Ardour needs to be able to put a pro-audio consumer into a dilemma. That has not happened yet. The market here is more saturated, hence tougher. A 15-year-old HipHop kid knows at least 5 products which he plans to torrent.

To narrow down the scope, we can see that certain tools are definitely industry-ready. AMBdec for instance, is one of the few key players in Ambisonics. It is included as one of the recommendations on ambisonia.com and as such can hold its own.