I am a heavy user of, and advocate for, SS. The main argument against it is the downtime when there are no enemies left, SS just flies away or bounces around and that causes PL to have an effective longer cooldown. Other arguments include SS chasing fliers that it can’t catch, and hitting walls and bouncing off surfaces. The latter can be remedied through careful micromanagement, and that just takes experience, knowing what to PL and judging where it’ll go next, though a Quasar to pull enemies from high vantages helps remedy that too.
Since most SS builds use a L. Binder, and most non-SS builds use a L. Siren, that too adds to the cooldown of a traditional Binder build.
IMO the pros outweigh the cons. Being able to clear large mobs in one PL, multi proccing Helios and Sweet Release, hard crowd control from 3-4 procs of Converge, and the +5 to Suspension, Wreck, and Reaper on a L. Binder means massive DPS on heavy enemies. SS allows you to take full advantage of PL against mobs, and the L. Binder boosts some of Maya’s best damaging skills.
Inertia is an amazing skill, constantly regenerating shields means survivability, especially if you have a Blockade, at OP10 Inertia can keep you alive against heavy DoTs that would otherwise down you. The reload speed is great with SS too, fast reloads between SS procs means not running out of ammo during PL, and fast reloads means more DPS. Inertia synergises very well with Wreck, which is a staple Maya skill. Survivability and DPS in one kill skill? Yes please!
KR is a very situational skill, it doesn’t reflect rockets or protect against elemental DoT, and not every enemy shoots at you so it’s often active but not doing anything.
If you do run SS, take all five points for guaranteed chance to proc, and IMO spec out of Flicker, Maya applies elemental effects just by existing.