Oh for sure, there is room for improvement in Maya in all kinds of little areas. I still am a little bit miffed about the default openGL mode.
One thing I’ve always wanted was a more simple way to pick UV maps. I think it should have always been on the texture locator node at the end of the file node/image loader. It lets you set the offset of the UV, the rotation of the UV, if it mirrors or repeats, and yet you can’t just put the choice of UV map slot in the same window with a drop down menu? No? Have to have the Uv chooser node?
I’m glad they added a way of seeing the keyframe curve path that you can edit in the window but feel that should be a default mode anyways.
Overall though, Maya has been my App of choice for around twelve years now. I used Lightwave, 3DsMax, Softimage XSI quite a bit as well since 1995 and added modo to the mix along the way. Maya is just the one that survived as the one that became used more often at more fx facilities from 2006 onwards and just the one I like the best anyways. Even though I like the Houdini node recipe method I still prefer rigging things in Maya much better than any other platform.
With Redshift it is like a freebee at home studio.