Hi.
You may well have more experience than many here regarding character animation in Maya so you would honestly have the best comparison between the two.
Iv been tempted to look at C motion but have been so busy in learning character rigging and expresso this year , NLA system last year which help me get though a character commercial animation in May 2018. Pose morph which thankfully is now fix for its PSR corrective morphs is indeed very powerful, and even more so when rigging with 3 rigs to create IK blending, saves so much time. I have see the weighting in Maya and its does look very nice, but to Maxons credit they did a super job in the r19 update for weighting.
GPU viewport, this is where things do get harder in C4D which is why Maya is much better for larger productions, however the LOD helps in C4D introduced in r19. For storing poses I use NitroPose plugin, this is also good for mirror switching, but C4D should have this nativly without doubt. I also use Delta Mush plugin that Maya has. Maya plays well with all industry pipelines, and others whom work in this field and thats one very good reason to stay with Maya if you have access to it. I guess if your working solo, and get the same job done faster, or enjoy the process more in one app over the other then go with that.
Uv editing, yup, I stick to Unfold3D. Education wise plenty for Maya in CA hardly any for C4D and if you own Cinevercity then you will at least get Bret Bays videos which are a must, and the best out there. Being that he built the Character Tool rigs, he knows rigging inside out and has experience in Maya. My first rigging experience was in XSI, then in Max, I then done more rigging within MODO, then finally moved to C4D. So far C4D has the best balance for me where I can take things as far as technical my skills allow me, yet there is always more to discover and learn.
Im not a out n out animator, but have done some, and got through some commercial projects, so nothing stops me from animating in C4D. I think most of C4D user base are motion graphic artists, and only touch character based stuff the odd time here and there.
Dan