I work in games, and we use PlasticSCM with Unreal Engine.
> Better handling of large files than git-lfs.
PlasticSCM does really really well with binary files.
> Sparse checkout via file system integration
Windows only [0] but Plastic does this. I've been working through some issues but it's usable as a daily driver with a sane build system.
> Build system integration
UnrealBuildTool at the same time is both the coolest and most frustrating build systems I've ever used. It's _not_ a general purpose build system for anyone and everyone, it's tailored to Unreal, it's slow to run the actual build system, the implementation is shaky at times, but some of it's features are incredible. Two standout features are Unity Builds, and Adaptive Unity builds. Unity builds are common now [1], but adaptive unity is a game changer. It uses the Source control integrations to check what files are modified and removes them from the unity blobs, meaning that you're only ever rebuilding + relinking what's changed, and get the best of both worlds.
[0] https://blog.plasticscm.com/2021/07/dynamic-workspaces-alpha...
[1] https://en.wikipedia.org/wiki/Unity_build