One thing to think about is whether you just are looking for robust collision detection, or if you're looking for collision detection plus rigid body physics simulation (although a good physics sim will include collision detection anyway).
In many cases these days you'll find that game engines use another physics middleware rather than trying to build their own physics from scratch, so one part of your question might really be about comparing different physics systems rather than game engines.
For example, Unity3D uses nVidia PhysX and is terrific. Panda3D uses Bullet which is also terrific, but can also use ODE or Physx and possibly some other systems too. A while back I used Ogre, which was using Newton and was also terrific.
And then there's Havok, which is pretty popular for AAA titles (Bioshock, the Elder Scrolls, Mortal Kombat, Heavenly Sword, Resident Evil, Twisted Metal, Tony Hawk...). In addition to integration into other engines, Havok acquired the Trinigy and their Vision Engine last year, so that might be another fun one to check out.