A huge problem of Maya is the node clutter ("Spaghetti networks") in comparison to other applications.
One important reason: We are lacking Mask Inputs at all correction nodes. This forces to branch nnode streams into double streams and using addiotnal nodes like layeredTexture to merge them down again.
I have attached screenshots, that show which difference it makes.
The networks are not only too inflated, they are hard to read and hard to debug and tweak.
Even for other nodes it would improve the workflow in Maya. Also consider, how small the effort is to implement a Mask Input and which positive impact it would have on possible faster workflows.
current node clutter
Example for only 2 corrections (compare the last picture, to understand how inflated and cumbersome this is)
Comparison how it could be much better with inputs for Alpha Masks
Comparison with other softwares (just roughly)
comparison