I have 6 accounts and have used most hulls and guns for a couple of years as an avid player.
I mostly now use Smokey for the following reasons.
Firstly and foremost I love the single punch effect, especially when people are jumping off things when I shoot. I never get bored of spinning the opponent. But also for railguns who if you time it right you can stop from shooting you.
Next is the elevation, especially shooting down you get a better angle than anything but a vulcan. This is really handy when on a bridge because people like twins or ricochet think they can stop and shoot it out with you. The skill of tipping your tank is essential as this makes it a lot more powerful. This years HNY map with the high bridge was great for shooting down from or even up to.
The speed of reload (vs a railgin) and that it never runs out of shot (like a ricochet) means I never feel like I was let down by it. Yes the damage is less but with more shots of good punch, in the hands of a good player you have much more flexibility in your response to any sitation.
The critical to me is not that important, its a free gift when it happens and a nice free gift but I never rely on it or expect it and it has been a long time since I thoiugh "I have not had a critical for a few shots"... I just do not need it to enjoy play. The elevation, punch and speed it what makes this gun great.
The "small" damage it does is offset by its crit and its rate of fire.... what people do not often appreciate is that most tanks you shoot have already been damaged and often one or 2 quick shoits are enough for the kill then move on... other tanks just overkill on a wounded tank. This helps lots when shooting into a melee and makes up for splash damage a bit.
Some people see its immediate damage as a benefit but I do see this as a drawback... I like the way a ricochet shots delay so when the first one hits them there is 2-3 others behind it you do not have much chance of avoiding. Still playing ricochet a bit on my acct coldscomfort, railgun a bit on graham842 and nada_now and loser_byebye were really designed as wasp freeze which I still love for lols and wasting those titans and mammoths
Smokey is similar to a thnder and yes a thunder does awesome damage in comparison but when you play a thunder you realise if you are close the you do good damage but people just get close to you so you damage yourself ... (not good with the self destruct rule) and a thuinders damage is worse over a long range... smokey is a better ranged gun and so would always be happy to face a thunder.
What hull do I use?... well having played at most ranks and having 6 accounts I now keep my smokey hunter until I can get the pack with the M1 viking and smokey (with swash) which I then just upgrade as I get crystals... its much better than spending any other way... normally before I get to 4 squares I have pretty much got an M2 tank that is very very powerful. M1 smokey just is not that good but M2 is the business. M2 viking moves pretty fast and is damn hard to kill even without finding an extra armour box.
The real key to playing smokey is that it is a mid range gun as stated in its description, its a tank you play in the middle of the battle field with high flexibility and it never gets boring there IMO, yes you do not get a lot of flags but you do get a lot of kills.
I still play other guns and hulls (this acct is a smokey hunter M2) but when I do I typically think .... I would have done better with a smokey viking.
Final note is no gun or hull combo works on every map, this has the flexibility to work on most and was suprised at how good it is on Rio and Seruphov which shows these are mid-long range weapons... but it works well on highland too ... in fact not sure of any map I do not like playing it on.
Everyones view is different, not trying to convince people as if more people use a smokey then they will nerf it a bit... but I just had to clarify the gun from my point of view as many seem to overrate the critical damage