To that end, I think what you’ll find is that flame has a little bit of everything and it tends to be good when compared to most other packages, just not the best—the exceptions being the timeline which is easily best in class, and its performance which is a key pillar of the kit.
If the first to pillars of the Flame trifecta are the timeline and performance, then Batch is the Holy Goat of the trinity. Batch has a robust toolset for dealing with 2d material and doing so quickly and fluidly. As @allklier pointed out Paint is one of the better implementations. Fast point and planar tracking. A divisive garbage matting node which is very different from most other packages. Action, love it or hate it, is a force which you will adoringly praise when your needs fit neatly inside it, and curse wildly when you hit it’s ceiling—but it is fast and fluid and singular in it’s implementation. I don’t know of another package, living or dead, which ever combined compositing in 2d or 3d with a full compliment of masking tools, per pixel shaders, grading and more all in a single environment. It’s borderline stupid, but its prowess is the creative heart of Flame.
The interface is largely locked so you quickly develop muscle memory regarding function layout in each node/module which is very non-Nuke like. The kit is designed to be driven and not operated. One leans into swipes and hotkey combos the way one leans into a turn and finds their line through and out. You drive Flame with, well, zest. It harkens back to the the time honored tradition of one artist, one machine, one million dollars when a Flame bay (which could easily hit that cost for deployment) and an artist were the last line of defense for fixing everything that had gone wrong… including whatever the hell went down in the Henry Suite.
Perhaps not so helpful but some general musings.