The point about secondary motion is where I think most people underestimate hand-keyed work. Procedural secondary is great for predictable physics responses — hair, loose cloth, tail sway — but the moment you need secondary motion to tell a story (a character hesitating, their coat settling as they pause to think), procedural systems tend to produce physically correct but emotionally inert results.
I've started treating procedural as a first pass even for cases where I'll hand-key the final. Running a quick rigid body sim on a cape gives me a physically plausible baseline to key on top of, rather than starting from a T-pose. Cuts my blocking time significantly. The two approaches aren't really competing — procedural is often the best reference material for good hand-keyed work.
