well, you select the vertecies of the mesh ( dont select the joints , when mirroring ( i see in your screenshot , that you selected the joints ) .
usually you can partially mirror the weights ( e.g. just the hands / or just areas of the face , you want - e.g. the eye-loops ) .
since there is in maya2011 the possibility to use “dual-quaternion”-skinning … and you can also “blend” the dualQuaternion-weights with the classical skincluster-weights , they changed one thing for the mirroring : if you want to mirror a “blendweighted” skincluster , in order to properly mirror also the “blendweights” , you just select the vertecies of your bad-skinned hand, maya will then look at each vertex , and tries to find the equivalent vertex on the other side ( the side where you already painted your weights ) , of yourse you still need to define if mirrored from x to -x or vice versa .
greetings
sim.On