Good evening Alastair, that's a really interesting question and I hope the 
active community here ( although understandably Maya Biased ) can discuss 
this out a little.

  Personally I'm not a veteran Softimage user but I've worked alongside 
many loyal Softimage users and on occasion supported the software on 
bespoke projects so hopefully I can throw in a couple of pence here.

  What initially popped into my head when I heard the news was a shocking 
"but,but,but what about ICE!!?" and got into an acceptance that many of the 
greatest technologies of the last century have indeed ended up in a drawer 
somewhere and ICE just got registered as one of those.

  Not being an in depth user I have tried it extensively and I can not say 
I got up to 5 reasons to leave Maya for it but these 2 hold absolute true 
in my mind:

*--[ ICE*
  Simulation as never before seen, intuitive workflow, easy to use, with 
razzle and dazzle only a click away
*--[ The node graph itself*
  Houdini tries, Maya emulates, Nuke utilizes, but out of all the 3D 
software I've tried the way Softimage implemented the node graph both 
visually and to detail made it one of those I could pick up and it just 
made sense to work in it, straightforward without complication and one 
could just get carried away with creating things in an almost 
self-explanatory fashion.

  As for your other points, hopefully these alternates can fill the gap in 
a large user base which preferred the approach used in the newly retired 
software.

*--[ Render pass and partition system. It is absolutely robust and does all 
you expect. Indespensible*
 When it first came out I was equally as impressed but as time passed other 
software caught up, the render pass system in Maya and Houdini (*using 
v-ray,mental ray, Arnold, and Mantra for reference*) all offer extended 
render pass control both in a simplified UI way, a more granular control 
approach from within the editors, and full fanatical control through the 
command line, variable evaluation, and environment control.

*--[ Live operator stack and construction history*
  Maya stores extended history in a way that it ripples through the chain 
if you alter things retroactively, but I'm not sure you will find a similar 
dynamic and accurate "retro-tweaking" capabilities.  You can, but will need 
to alter your workflow completely and there is not much to the visual side 
of things to that regard.

*--[ Animation, modelling and rigging toolsets. They are peerless.*
  a)  Maya, with all it's fancy ways, is primarily an animation software 
with a lot of extra features.  Surely a lot of people use it for many other 
things these days and whole infrastructures have been built on the sole 
fact of how versatile the software is, but it is still a fact that in the 
same way as the iPhone is an iPod music player, padded with limitless 
features on top, Maya as well is for animating and if you need anything 
else then you can also do that using the same software ( *just so happens 
that Autodesk are quite skilled in that other stuff so it has kind of 
surpassed the animation side of things* ).  The irony of the whole thing is 
of course the fact the toolset is so insanely good it hasn't received any 
updates since early last decade, fancy additions like Trax editors and such 
but the core toolset is still the power tool it is, with the exact same 
features as they were almost 10 years ago.
  b)  Among the most impressive features of Maya 2014 is a newly reworked 
modelling toolkit, right up there raising flags as one of the more 
desirable features in the new release.  You won't find much praise to that 
regard online since when you search for modelling in Maya you will stumble 
upon people discussing old methods but as far as I can see it kind of just 
does the work without complications.  2014 for example is the only version 
of Maya where I've never felt the urge to install third party modelling 
utilities as the most desired features appear to be mostly integrated by 
now.
  c)  If you are looking for a new rigging solution, and are going to be 
spending time on R&D anyway, something tells me Fabric is worth taking time 
on.  It's not meant for rigging, rigging there within is kind of like a 
happy second feature but all I can say it install Maya, set up the Fabric 
Engine, and watch in awe as the rigging industry revolts. 

  Hope this is along the lines of the kind of feedback you are after, in 
short; Softimage will be missed but alternatives exist, having to make the 
adjustment sucks of course but hopefully you'll be part of the Softimage 
user base which brings the good experiences that software gave us to a new 
user base which is always aching for something different.

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