I was recently exploring and working through parts of Sebastian Lague's Procedural Landmass Generation series. Absolutely excellent series and I would recommend it to anyone looking to learn more about Unity and Terrain in general.
Anyways, I ran into a question that I can't seem to get an answer to. In his series, he walks the viewer through the process of making a Terrain asset in Unity from scratch. Therefore, almost entirely within your code, you're adding a mesh, textures, and adjusting the height and colors of the Terrain. All of which (correct me if I'm wrong) you can do with the Terrain Component on the built-in Unity Terrain GameObject, as seen in another tutorial I'm following (Penny de Byl's Procedural Terrain Generation with Unity, also a fantastic series that I would recommend).
So this leaves me with the question:
What is the benefit of creating Terrain through these methods (Sebastian's methods) as opposed to working with the Terrain GameObject/Components (Penny's methods)?