My only gripe are the triggers. Not a fan of the rubbery response...
So if you use it for another system like PC, it won't make use of it's unique features like adaptive triggers and haptic feedback?
Exactly, that is the thing about using it as generic controller, unique features won't be activated and that applies to physical feel in case of active triggers. Although perhaps it should be possible for software to let you "tune" the specific force levels on the triggers on games that don't actively utilize them? In any case, it would be more ideal to use with actual PS5 software, or whenever some PC games might start supporting those features better.
For me, I always felt the symmetric layout was ergonomically superior, although I think the reason why some don't think so is it doesn't seem as simple/clear an arrangement conceptually... But it isn't actually a strain to have slightly assymetrical grip with different wrist angles. And the human thumb just naturally wants to move in diagonal relative to palm (away/index-finger vs close/pinky-finger) so having the controls closest to you be more elevated from surface of contoller is most natural and needs the least ongoing stress, while having to simulateously raise your thumb from the surface (buttons) while pushing it forward (stick) requires more ongoing stress. Technically, one could solve that with "stick" buried in controller/flush with surface (ala PSP/Vita), while lower button cluster are heavily raised from surface, but relative to any other controller I know the Sony approach is actually better ergonomically...
I think the issue is that 99% of people don't actually get specific in ergonomics like that and just go off of mental map and expectations / comfort zone of what they are used to. In any case, I think everything else about controller angles and nuances has really been improved to be top notch experience as a whole.