A few notes...
Most of what you mention in #5 is available through scripts. Select inverse components is available in Bonus Game Tools or has always been available by simply shift-dragging around a selection.
That said, I switched over to Maya with a job change right as MAX went to R4 and its poly tools were becoming truly sublime. I feel the same way about poly modelling in Maya as you. Compared to the MeshTools style workflow (which was lifted from Nendo/Mirai), Maya's base tools are pretty lacking. I mean, Maya is in its fourth release and bevel doesn't work!
This MeshTools/Nendo workflow has quickly become recognized by most as somewhat of a revolution in poly modelling due to its speed and ease. There are a couple of tools/scripts available for Maya which put some of this functionality in - Xumi, MJ, EdgePath, FacePath, etc. These types of tools, however, need to make it into the core Maya package with full implementation and full support. Especially with the growing momentum of Sub-D modelling which relies on low poly cages to smooth from.
Oh yeah, and MAX's snap system is very powerful, too. Being able to snap around points without necessarily having to move the objects pivot is very nice.
--JeffD