I wouldn’t necessarily put it as black/white.

As software distribution goes, whether inside or outside of Maya, you have
a few options.

   1. Utilise target platform conveniences, such as the mentioned “modules”
   feature of Maya
   2. Utilise conveniences in the software platform, such as pip install
   and anaconda
   3. Utilise conveniences in the OS, such as wrapping up your software
   into a self-extracting installer such as .msi or InnoSetup on Windows,
   apt-get on Debian-based systems and yum on RedHat-based systems.
   4. DIY, such as building your own software hub to keep track of
   installing, updating and monitoring your software. Autodesk does this, for
   example, with their “Autodesk Desktop” app. Microsoft does this with their
   Visual Studio installer application. Qt does this, to enable an interactive
   listing of packages fetched live off the internet.

Each of these have their pros and cons that you’ll need to weigh against
your goals. For example, if you are distributing an operating system, odds
are you’ll have no choice but to go with (4) and roll your own
bootstrapping installer on bare metal. On the other hand if you ship
software written in a cross-platform language to a cross-platform platform,
such as Maya, then your installation instructions could be simply:

Copy/paste this into your Script Editor

Being the expert at your software project, you will know best which option
is better suited for you It is unlikely that the approach you choose is the
best fit for everyone. As an example, I’ve shipped software as both copy/paste
this <https://github.com/mottosso/Qt.py>, pip install this
<http://pyblish.com/pyblish-starter> and install using this InnoSetup
executable <https://github.com/pyblish/pyblish-win/releases/tag/1.2.6>
because the approach chosen was a best fit for the particular project and
audience I was targeting.
​
Good luck!
​

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