Hypershade is more robust than C4D's material manager. The fact you can open up multiple materials in the same node editor is a great thing. It makes it so much easier to look dev. It's also great for copy/pasting, shared linking of textures. I've been harping on C4D's closed node editors for years
I wouldn't get too caught up in Maya's history stack. It's bad. For instance, if you a bevel, then extrude, then go back to the bevel to tweak, it glitches. it's not meant to be procedural at all. it's really seemingly there for undos.
MASH sucks. it was half-assed because of Maya's architecture and Autodesk dropped the contract with Mainframe to continue fleshing it out. It's less usable without the addition of true fields and better configurable effectors, like C4D has. The mash editor is very wonky to say it best. Also MASH can bog down Maya quite easily. It also hasn't been updated since it was first introduced years ago, and even the beta forum for it is archived. To this day, nothing can touch the flexibility and speed of C4D's mograph (which subsequently is used for more than just mograph). maya still also doesn't have fracturing. Even with bifrost development.. no fracturing (unless you buy SoUP which is overpriced these days.. and I think subscription too)
You forgot to mention the UV Editor/Toolkit. It's a god send compared to C4D's bad UV editing capabilities. Things like cut and sew tools are great. the unfold and optimize tools (including "brushes) makes quick work out of problematic UV shells. It's funny hearing people like EJ talk about how he never dealt with UVs in C4D until its tools were revamped about 3 versions ago. I still don't like messing with UVs in C4D.. he needs to how other apps do it better, including Maya and RyzomUV. Also, Maya's snapping tools just crushes C4D. Simple things like constrained snapping to verts in an axis in the 3D viewport is a must. Retain spacing.. same. There are so many good things about Maya but also some bad stuff.