I only needed to use Fracture FX for one gig that was about 15 shots of breaking glass in a couple weeks, so I'll just tell you based on that bit of experience. There's probably someone here that has used it much more, but below are my thoughts on it:
Install: I recall the install process not being very streamlined, and really having to follow directions carefully. I don't think it was just run the installer, enter your serial number.
overall user experience: feels like it's own program running from within Maya. The workflow feels very different to me from the built in Maya nDynamics, etc. It's likely you'll need to run through a few tutorials to get the hang of it, and be able to quickly set up a scene. I believe that in Maya 2018, it was still recommended to use legacy viewport while simulating, but I think it was okay to use Viewport 2.0 when cached if I remember correctly. The takes system allows you to try out a bunch of options pretty quickly.
speed: fast fracturing and solving, of course depending how complex you want to get. Once you get the workflow down, you can be fracturing and simulating within a couple minutes of opening a scene.
flexibility/control: there is a good amount of control to art direct the fracturing and simulations. It works procedurally for the most part, making it pretty easy to swap out objects, add secondary fracturing, etc. You don't need to worry too much if your original model changes from what I recall.
solver: you can use bullet or the "internal" solver. From what I recall, using bullet was faster, and was on by default. I'm not sure whether there was a quality trade-off, but it worked well for my needs.
rendering: I was rendering on one machine with a couple of GPUs, so I wasn't concerned about rendering on a farm, etc. If so, you may need to bake things out, which could get heavy. It would be worth looking into whether you need a license for each render machine. I don't recall, to be honest.
All of this said, I don't think I would have managed to complete the job without this plugin in Maya alone in the short time frame with only about a day of ramp up without it, and would use it again without hesitation since I have it and it works. Doing some nCloth with tearing and extrusions would be an option, but probably much slower to set up and sim, and not nearly as procedural. I'm not familiar enough with other fracturing tools out there to say whether it's the best, but there are
some nice looking shots in their reel that have been done with it.