Trying to look at this from a high-level non-TD user perspective...

In Soft, whether it was intentional design or just fell out of the toolset
that evolved, any geometrical object (not using the word in the programming
sense) has, through centers, pivots, reference planes, neutral poses,
constraint compensation and child compensation, effectively got a complete
and fairly intuitive rig already embedded.  The ability to toggle in and
out of various manipulation modes easily is very important in terms of
usability.  The combination of the tabbed PPGs and operator stack allow
people to drill down to the atomic level if necessary, but don't tend to
interfere with the user experience.  The fact remarked on above, that all
the tools continue to work in all modes, is also key.

In Maya, it seems to me that an underlying assumption was made that
everything should be REALLY atomic, and that users should do everything by
assembling things into mostly single-purpose, single-mode rigs or tools.  I
guess this makes sense in a pipelined, scripted environment, especially
when you have TDs to build and deploy a stable toolset, but it's hell on
Earth for a sole-practitioner/generalist who is expected to quickly produce
results from scratch.  I gather that you *could* devise a rig, using
locators and constraints and whatnot, that would emulate the flexibility of
all the Softimage transform controls, and use a script to apply it to any
object that gets a transform node, but unless you also spend considerable
time to make a custom UI for it, the usability would be awful.  Not to
mention the mess you'd have in the node editor or outliner.

To me, this goes along with the silly amount of clicking on things you have
to do in Maya -- it's all very logical and sensible from a really granular
standpoint, but scales poorly (in the sense that repetitive tasks become
REALLY repetitive) and neglects the difference between things that need to
be done frequently and things that are rarely needed.

And I guess the tendency toward single-purpose single-mode tools and
operations is also related to this, with the often-disastrous effect of
being unable to make even a simple change without recreating the whole
history of operations.  Again, if you do everything with a script, that
might not be a big deal -- you edit the script to make the change, then run
the whole thing again.  But if you are trying to keep everything "live" and
editable, and don't have scripting skills, or a TD who does, Maya is
intrinsically more limited.

I'm resigned to the prospect of dusting off scripting skills I haven't
exercised in nearly 20 years, but I'm not happy about what is basically a
regression in the state of the art.  And I know that scripting and coding
are hugely powerful tools -- there are things that you can, or should, ONLY
do with them -- but I am not nearly as facile with those tools as the ones
in the Softimage workflow/toolset.  Besides -- it's wasteful and inane to
use a sophisticated, powerful tool to do a simple frequent task.  Just
because I could use a 6-axis CNC milling machine to drill a hole in a board
doesn't mean it's a better tool for the job than my old Makita driver
drill. Yes, if I needed to make several dozen holes, all precisely sized
and spaced, at different angles, in several different boards meant to fit
together at a later stage, that CNC machine would be handy -- but 99.99% of
the time, all I need is that one simple hole, right NOW, and I don't want
to take the workpiece off the jobsite back to the machine shop.

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