My main issue with it in practice is the range on Spinning Kick feels confusing - perhaps the cone is overly narrow, but it feels very prone to missing if I twitch even a little while lining it up. I wish it functioned like a targeted ability rather than a freefire cone.
I've enjoyed it with Plant, which I think is probably one of the sets it compliments the most strongly, albeit at the cost of repetitive damage type with s/l. Caltrops and Dragon Tail have okay damage, but the combination of the slow from Caltrops and DT's knockup with Confuse/Carrion Creepers up are very strong, and probably the biggest contribution I find myself making in groups on the MA side. It is a somewhat hectic playstyle in practice, because it requires a fair amount of movement and darting around to line AoEs up, but these are the times when I feel like I'm doing the most outside of Dom sprees.
It's still worse than a lot of other sets, it's true, and crying out for a centralizing mechanic to make sense of its whacky mix of ranges and AoE types. I think getting something worthwhile out of it is possible if you orient yourself around its various knockdowns, and I bet it works nicely with other close range Primaries like Fire/Ice. Alternatively those with strong AoE CC like Mind to make staying in melee range easier.