The Umbra is largely absent as a storytelling element in Vampire and Changeling, and while it has a significant presence in Mage, most players would probably agree that, of the World of Darkness games, it is by far the most central to Werewolf (and the Changing Breeds spin-off). Shapeshifters are natives to the Umbra in a way that the other spheres simply are not. Or, at least, to the Middle Umbra (c.f. Umbral Cosmology).
This is not to say that the Garou cannot reach the High or the Low Umbra — they can. But, where the Middle Umbra is perfectly suited to their instincts and temperment, the other two very decidedly are not. The Garou are always just a little bit uncomfortable in the High and Low simply because it doesn’t work the way they expect it to, the way they know the Middle does.
In game terms, what this means is that staff will always slightly favor a Garou or shifter character over one who isn’t when dealing with situations that involve the Middle Umbra. All other things being equal, a Garou will navigate more quickly, gather information more effectively, and be better-informed on spirits of the Middle than a Mage, Vampire, or Changeling character. This is not an overwhelming advantage — having higher Abilities, more Backgrounds, appropriate Merits, and so forth can negate it, or even leave the Garou at a disadvantage. But it is our way of representing the level of cultural discourse around the Umbra and its denizens that the Garou have and other spheres do not.
This applies exclusively to situations involving the Middle Umbra. Once past the Near Horizon — or in the High or Low Umbra — the Garou are on an equal footing with everyone else.