What I like about Maya it's a full animation solution. You can model, rig, animation, simulate, and render. Many may not know this but you can also composite in Maya. Yes, load your renders back in and composite them in Hypershade. Or at least we use to, now Autodesk have switched to "Node Editor" but the Hypershade may still be able to be invoked by editing the Maya.Env file. It's a "Power User" thing so look it up on YouTube.
Eventhough, I use Maya as modeler, rigging, animation and simulation tool, It can be use in tandem with other tools that have specialized featured in each catagory. So though I model in Maya, I also model and sculpt in Pixologic Zbrush. The lastest version of Maya also has sculpt tools but Zbrush is an industry standard tool. The integration between Zbrush and Maya is seamless with GoZ. Even with Maya fur and Hair I often design in Zbrush and import more stylized groom curves into Maya for simulation. Like a lot of other peripheral tools that compliments Maya's workflow, their integration and support is impeccable. Houdini is really big these days for simulation so there's direct intergrations with plugin's called "Houdini Engine". I just started using it, and I am amazed to see the plugin actually has user definable parameters that can be edited in Maya.
Another example of integration is Cloth Simulation. I use Maya's NCloth for clothes but Marvelous Designer is an tool that has staked ground in top productions like Lord of the Rings. So I can make garments in Marvelous and import them into Maya very effortlessly with their multiple caching imports like MDD, Alembic or FBX.
Animation timeline is a vast improvement to making Maya more like MotionBuilder. Mobu as it is referred to is the industry standard for Motion Capture. However, I love it for keyframing. Maya is the premiere animation tool, but Mobu which is also an Autodesk product is like non other for RealTime performance. Mobu and Maya uses the same HIK (Human Rig) and it's a one click solution. I could go on and on about Maya and Mobu. HumanIK delivers but custom Rig is also well integrated. It just doesn't get better in any system. I even use HumanIK with Endorphin which is a Artificially Intellegent RagDoll simulation. It's no longer on the market but nothing comes close. So I won't let it go. I'm glad it's a part of my Mobu/Maya Human Motion Synthesis Pipeline.
Maya makes a great companion even as a utilitarian tool to just fix problems that maya occur in other software. I work with Maya as a "Front End" ElectricImage. So if there's anything EIAS3D can't do, I do it in Maya and send it back to EIAS. So I deliver the goods and not excuses. The work gets done. That's why it's the leader in the business. Review collected by and hosted on G2.com.