Yes I think you are right! Certainly also a response to Epics developments in virtual film production and high end AAA game production.
It will take a quite the amount of years before it would get to the point of having the most useful tools actually integrated properly. The new features available for the current release cycle is rather small in Unity per new release. They will of cause start somewhere and build it up over time. Perhaps in 5-10 years+ they will have the big plan sort of realized.
It is certainly an interesting move to take on Epic and the VFX industry at the same time. To support productions in the high end segment in a game of diminishing returns.
Another thing to consider is studio cultures merging.. It's not always easy merging people and cultures. Weta is a tightly knitted pack of developers with a high sense of pride and purpose in their work and studio. That's another process that will take a lot of time to merge besides the basic code side of things.
Even the article mentions a certain level of apprehension about the idea on Weta's side. I guess it's quite a factor for that line to make the article.
Interesting how everything will pan out!

There is certainly potential for both awesomeness as well as disaster. Only time will tell!
Usually in reality a bit of both will happen.
Meanwhile the vast bread and butter group of mobile/indie developers this whole thing doesn't mean a whole lot (actually nothing for the vast majority) in a practical useful sense. But it 'could' have consequences for everybody if it means that Unity releases will be even slower to accommodate Unity's effort to duke it out with the big boys in a new area. So there is that concern. Don't know if this will be the case. But it is a concern with even more chefs in the kitchen with different goals trying to get things working together.
POST UPDATE (11/11)
So there was a Unity blog post!:
https://blog.unity.com/news/welcome-weta-digital
It will be cloud based tools. Which does indeed make a whole lot of sense and ease the integration significantly (or there are probably different challenges). The alternative had me worried a lot!

But it also means it will be sort of standalone tools outside Unity with some sort of integration. And adding more patches to the big patchwork solution of solutions. That is perhaps the only way forward for Unity in a practical implementation sense, disunification.
Also this goes hand in hand with the acquisition of the cloud platform Parsec august 2021. Potentially they could move Unity fully to the cloud in the future. Wouldn't count it completely out of the question. Not sure how that would land with the community.
https://www.techtimes.com/articles/2639 ... -cloud.htm
Also this will probably mean it will be part of some subscription plan. How they will price it remains to be seen or if this will be separate outside of UnityPro?! It could land on 'big-studio pricing'. Let's see where it goes!
More speculation... Their recent 'Unity For Games' rebranding could quite easily indicate a separation of product lines with a 'Unity For Film' etc. Perhaps with different pricing structures?
To real-time and the cloud
To achieve the full potential of these tools, we will work to unify this pipeline to deliver content across the spectrum from cinematic realism to real-time XR on mobile devices. This includes linking these capabilities with our other content tools and services such as SpeedTree, with proven tools for scaling vegetation from VFX to real-time, and Pixyz, which provides sophisticated services for managing large, complex models.
Our intent is to cloud-enable these tools and ensure they easily integrate with the workflows artists already use. It should be easy to take advantage of these advanced capabilities directly in the digital content creation (DCC) tools such as Maya and Houdini; and it should be easy to move and manipulate content into the Unity engine and more.