A while back Ton said that the animation system is too old and that it’s time to replace it, of course as an animator ‘with maya background’ I totally agree with that.
I will talk about character rigging in blender so here is my take:
When I first started learning blender I got confused with the Armature object that have edit mode, pose mode and object mode, in other software you have bones that get grouped and linked with contstraints and a bit of scripting for more cotrole to make a skeleton you use curves as controller and assing new properties to them and there you got your rig.
In blender it’s a completely different and complex story you have a skeleton that’s bound to another set of bones assigned to them curves in a weird way to become the rig’s controllers.
In my opinion the armature system looks more as an obstacle and blender should use bones like other softwares do, it’s cleaner less confusing and reduces a lot of work, or even better than that:
There is talk about how the new animation system should be, here look at this thread by Algorith http://aligorith.blogspot.com/2018/04/future-of-animation-tools-some-wip.html
I am not an expert in blender I just started a year ago so other should have more insight about the subject I would appreciate to hear their take on the subject should they correct my ignorance I would be grateful