yup, mirror with "behavior" for arms..
but then I flip the local rotate axis and run joint -e -zso; to get the X trans to be positive , then flip the orientation back to behavior so you get the correct behavior.
This is mainly due to wanting to build stretchy arm systems and I'd rather move positive X and have that mirrored for arm to arm
of course. that depends on if you are building the rig system off the joints, or just controlling them and don't care about their oreintations.
as for IK/FK i've been using the built in system since maya 2015, and other than a few stumbles in the very first dot releases that year, it has proved very reliable. ( FK is just an hierarchy match to the IK, rather than multiple sets of joint chains)
It's what i use to teach rigging..
advanced skeleton is actually very very good. I highly recommend it to any one looking for an autorigger.
check out the free rigs built with it for examples..
also the Malcolm rig from Anim School is a really good example, and perhaps one of the best free rigs I know out there.
hth
-=s