Microsoft have their standard clauses of "thou shalt not modify the code in bad ways" and "thou shalt not use this code to commit malicious actions". I don't see any similar level of restriction being placed on the 'compiled executable as a result of using the libraries/tools' but they do have restriction on the distribution of modifications to the core without it being made clear. Having looked over the Epic's TOS/EULA they've written theirs in more of a permissive way than restriction, but a similar - if you stand on one leg and cock your head to the side - situation exists for distributing your game with 'uncooked engine code'.
I strongly believe that this whole issue is most likely as a result of the seat licensing mechanism being broken by cloud based service providers, or being outright bypassed. The closer analogy being the licensing arrangement for Visual Studio mandates you have a license per seat to use it, even if you publish it as a virtual application, and the license needs to be tied to an actual person - granting you one use of the application.
I struggle to believe that there is even a remote intent to prevent the use of cloud based service providers supplying compute space for developers to run their application on. It would align well with the beta cloud hosting services that they're investigating now, but I think it is counter the company's image to go down this path.
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Another thing occurs to me, elsewhere in the EULA/TOS there is mention that you agree to allow Unity to record details about the consumers of the application you've released, in some way to determine the number of people who have purchased your game... perhaps it is related to this and assuring that we're not just nvidia sheild streaming games from web platforms (all computation done on server, end user sees only video)? Maybe this style of streaming breaks their ability to track the number of consumers?