I like interactivity, hence, destructive environments and global dynamic lights are the features I'm impressed with in Frostbite 2.
Lighting plays as much a part in interaction as physical. You cause an explosion, you want to see that reflected in the scene, if it does not, it feels static.
The best would be both combined, and this is why i hope moving onwards, later directX will support GPU accelerated physics so devs will feel confident in coding for it since its an industry wide API. Physx as it is will never give you this combination, of full destructive environments, interactive particles and global dynamic lighting. Because its propriety and again, devs will not waste $$ and time coding for it that their entire game is based on it. And it shows, because with all NV's might in pushing it, its hardly used in games and when it does gets used, the effects are fluff.