I wish you weren't downvoted, this is exactly right.
The nice thing about S2 is that is subdivides cleanly: A square can be composed of smaller squares while hexagons can't be. This property makes S2 much more broadly useful for a bigger range of applications.
In H3, each hierarchical level of hexagon doesn't fit cleanly in the one below. For Uber's uses, this is acceptable because hexagons have more uniform adjacency but the "zoom in and out" math is pretty gnarly.
But even S2 had the funkyness of first mapping a sphere to a cube. They're both fairly interesting to read up on.
Could you give more details? After reading the article I think the main reason is the subdivision algorithm which for S2 is easier but for everything else hexagon seems like a better approach.
Subdividing tiles can be more important than everything else: knowing in which tile a point lies is a fundamental operation for a spatial indexing system and it has to be very easy and efficient.
It's also vital for correct aggregation: if you sum up some quantity over all the subdivisions of some area, you really want that sum to be equal to the quantity in that area. With this hexagonal pseudo-subdivision, it isn't.
I think as long as you're adding the leaves on the same resolution level it should be fine. the problem is when your storing objects in different levels as it would be possible on a KDB tree.
The nice thing about S2 is that is subdivides cleanly: A square can be composed of smaller squares while hexagons can't be. This property makes S2 much more broadly useful for a bigger range of applications.
In H3, each hierarchical level of hexagon doesn't fit cleanly in the one below. For Uber's uses, this is acceptable because hexagons have more uniform adjacency but the "zoom in and out" math is pretty gnarly.
But even S2 had the funkyness of first mapping a sphere to a cube. They're both fairly interesting to read up on.