I’m currently in the process of writing a big, encompassing FaceFX doc for UDN. though, that covers the unreal integration and not the standalone version. I think it’s a good solution. I am probably not allowed to voice personal opinions too much as a partner, but it does the job quite well. I’ll agree with what others have said, the hand-keying inside is a nice feature, but feels clumsy. You have to make a lot of bone poses in order to get a face rig that has a good range for hand key work.
One other super swanky feature of it is the template. I made one template ages ago, and if you make sure all your characters have a lot of the same bone poses(names, not actual poses) then you can sync to template, and forgo all the setup work on multiple characters. That includes workspaces and face graph and all!
For cinematic work, I’ve been looking into Voice-O-Matic to incorporate into my face rig. I like some of the settings it has, like anticipation(how many frames before the actual sound to ramp up that shape) and smoothing, which the higher it is, the less keys it plots. We are thinking of using this possibly as a base to start on or for background characters and such. But for in-game, we still will continue to use FaceFX.