Short answer: each possible solution needs to be compared against your needs.
I've been doing Unity development for about 3 years now. Built a multi-player fps with TNet. I haven't done a survey of the available solutions in a while. I recall looking at Photon and maybe Raknet integration when we started the multi-player project. The conclusions I came to a couple years ago were that the quality and ease of use varied wildly across the different offerings.
I ended up building persistent storage, authentication, and lobby processes as they weren't in TNet at the time. Luckily we had a source license on TNet and a good working relationship with the author, because we ended up making significant modifications to how games launch and player authentication. Oh, we also started with TNet at a very early release level so it may be much easier to work with at this point.
I did a little research on Project Gorgon and it seems they did a bit of custom work as well for their servers:
http://projectgorgon.com/forum/general-gorgon-discussion/36-project-gorgon-s-game-engine#147It seems to me that it's best to describe what features you need and then look at what the solution offers for it.
http://www.gamasutra.com/blogs/AshkanSaeediMazdeh/20130524/192975/Choosing_the_best_networking_middleware_for_your_Unity_based_multiplayer_or_MMO_game.php is a good place to start for that.
If you have a good candidate and want a second opinion or other questions, feel free to ask.