I can't work without swiftloop. If you're going to use 2009 make sure you get polyboost. The retopology tools in polyboost are great too, its a must have. I also can't live without UV flattening scripts (wrote these myself, but there are more floating around, James Hayward, SoulBurn), rescale UV shells (MoP's Normalize…
Modeling has never been Maya's strong suite, but they finally made a number of necessarily improvements with 2012. Not everything that needed to be fixed was of course, worst probably being the bevel, but they at least solved a couple of my biggest frustrations. It may sound silly but I've stuck with Maya all these years…
I personally don't like to have to code a half of my own software, especially if the other half is not free or cheap either. Having a scripting platform is a bad excuse for not coding the basic stuff in properly.
Modo is great, but it's frustratingly different at first. Some swear by it. Max is ideal for modeling; Maya for animation. Most artists don't care how "powerful" a given scripting language is. That's all there is to it, really.
100% agree. i've tried a few different packages over the years but always come back to max. max + scripts and your own personal tweaks is awesome. i'm enjoying nitrous in 2012 and new UV tools alot, even graphite tools and ribbon seem to work better than 2010/2011.
You could also take a very different approach and focus more on "dirtmodelling" first to get shapes right (using sculpting, primitives, whatever works) and then only later do a retopo pass. This is very well suited to some types of hard surface modelling - say, "organico-mechanical" stuff. For pure subdivision modelling I…