As for what I'd do differently - I should have ignored it. I invested a fair bit of emotional energy into trying get info, doing some work that the Babylon team asked for in hopes it would lead somewhere, etc. But nothing came of it and it was pretty depressing; I'd have been happier if I'd just tweeted once and moved on.
(I guess technically I should also have bugged Mojang to comply with the MIT license by adding my code's copyright notice, but... life is short.)
Re: Babylon.js, it doesn't have any voxel-related features, so to be honest all the babylon-specific code in my engine would probably look very similar if I'd gone with three.js. But Babylon's real killer feature is definitely its forum, which is extremely helpful and active. I'd probably never have been able to build my engine in three, just because I don't know any way of getting answers to thorny "oh you need to set mesh._dirty before calling that API" type questions for it.