I’m not talking about animation being easy, just about the tools in 3D animation being easy to use. I can draw a hell lot faster than I can pose in Maya, but of course, I mean sketch, not draw details. So if people could pose as easy as sketching that pose, in 3D, that would help 3D animation enormosly. BTW, I just bought a pen& tablet, and I’m posing with them in 3D, and it’s so much nicer than doing it with a mouse!!! More accurate and faster, feels a bit like drawing… 
I’m not complaining about Maya, and actually you can’t even compare Maya and Animanium. Animanium is just a tiny and very limited application, while Maya is one huge and extremely flexible 3D animation studio. But the WAY that Animanium handles character (well, body actually) animation is fantastic. Limited, yeap, but it allows you to pose faster than anything else I’ve tried. And I really tried a bunch. If you could blend the ease of use of Animanium and the flexibility of Maya…
Now, I believe that if you work pose-to-pose, the ease and speed of posing is vital (in other words - how much time does an action take you - any action, like rotating a joint (which includes selecting!!!) - 1 minute? 1 second? 0.00001 of a second? yeah, I’m exagerating, but my point is that if you can pose in “real time”, like you do when sketching - that’s almost “real time”, if you could pose as fast as thinking it - that’s what I’d call “real time” - , the computer wouldn’t be just a box. It would be an organic part of yourself, just like the pencil is.). Quality doesn’t necessarily have to be involved in this equation. Lots of good animators plan their work on paper (well, that paper can be a 2D application if you have a pen&tablet and feel very comfortable using them), because it’s so much more flexible and faster. Immediate feedback, right? That’s what we all want. I strongly believe that if you give animators a system that eases and speeds up their workflow, that will have an impact on quality as well - Richard Williams: “I actually think the video and computer have saved animation” - my comment: because of the power of feedback!
My way of working is entirely FK, although I might animate IK feet sometimes… but I’m not very comfortable with IK. My big problem is locking, of course - so I do it by hand, in FK, and ghosting helps a lot with that. It’s a trade - I’m trading the speed and locking possibilities of IK for the accuracy of FK. IK for me is like “taking the long shortcut”. I just can’t work with it. Well, that’s just me. I guess lots of people use IK to lock stuff, and otherwise use FK extensively… (so I’m not a fan of Animanium’s legendary IK engine, but of its rotating-through-translation approach, which is what I miss in Maya).
As you say, “GOOD QUALITY animation takes effort and hard work” - of course, but I’d rather spend my time planning and replanning and hyperplanning. The posing part should not be more complicated than sketching. Milt Kahl, take him for example (no quotation on Milt, but I’ll quote the same Richard Williams, from the “Animator’s survival kit”): “Milt often told me that by the time he’d plotted everything out this way [planning and replanning and hyperplanning - my note], he’d pretty much animated the scene - even including the lip sync”
Simplicity!!! Same good ol’ Richard says that animation is complicated enough as it is, why make it more complicated? I think we should be thinking more on body dynamics and arcs, and of course, on acting, rather than how to select, deselect, etc. Free your mind and simplify your life - that doesn’t mean you won’t work as much as you did before, or maybe even more ('cause if you’re excited…), it only means you’re going to be more efficient.