Ask in a forum like gamedev.net, check the job offers from your favorite games companies and note their requirements for audio designers, learn both tools to show your employer that learning a new tool is not an obstacle for you (some companies are probably using their own tools anyway). Wwise have an Unity plugin so you can probably experiment Wwise without investing lots of time on the C++ SDK (unless you are really interested).
Wwise is not only an audio engine but also an authoring application for audio designers (FMOD Studio might be similar). Wwise is supposed to make a clear division between the developers and the audio designers. With the SDK, the developers initialize the audio engine and send the events that the audio designers will render with the authoring application. The audio designers can design, experiment and test the audio while the game isn't coded yet.
The positional audio is surprisingly not completely included in the freely available package. The developer have to send the distance as a parameter to be rendered with an attenuation filter. The direction isn't managed at all and the developer have to make his own computations to render direction, unless using an additional "kind of HRTF" module which is not free even for free projects. This is probably not a problem for a game company.
I don't think that the authoring application is accessible to the blind, but I'm not sure. Developing with this engine requires at least some C++ programming and wrapping which costs lots of time, unless you use Unity and the Wwise plugin. This is probably not a problem for a game company either.