I find this to be a very cool NURBS-based CAD project, can't wait to play with it more. From what I can see it borrows a lot of concepts from solid modeling CAD tools like Solidworks, but also has UX similarities to other common surface modeling tools like Blender. Here is a video of how it works:
Blender as a tool is very far from CAD-ey, in the sense that precision work - this should be 120 mm and that should be 1.41 times this - is not really a supported workflow. There isn't even a constraint solver in Blender.
You can make Blender work as a CAD-ish tool with practice and self-discipline and lots of keyboard shortcuts. But e.g. Fusion360 or even SketchUp is what a CAD-oriented workflow feels like. There is a big difference.
Haven't tried this yet, but I expect it to retain enough of the CAD-oriented approach that the workflow still feels quite different from Blender.
I think the main thing to understand is that blender has minimal nurbs support. For example, try doing booleans, fillets, or offset surfaces with blender nurbs. You can’t.
Nurbs are good for some shapes and bad for others. In addition to manufacturing, nurbs are great for hard surface / scifi assets for video games and movies.
Plasticity is for artists. It is more in the tradition of MoI3d than say solidworks. It has a very powerful geometry kernel and the user interface is meant to be familiar to blender users and modern looking.
I get PTSD when i heard the acronym of NURBS. Decades ago when Subdivision modelling wasn't a thing YET, people though that NURBS was a viable modeling method.
Plasticity - Fresh NURBS Modeler for Everyone! https://www.youtube.com/watch?v=l16YkZnT5zM