Okay, so... 16 pages in and I think I have summarized the main arguments for Snap Freeze. They are categorized below
Snap Freeze, as a Primer:
This argument looks at snap freeze as a reliable primer. Priming every 2.5 to 3.5 seconds, depending on the users mods and loadout. It does roughly 1850 damage when caused by an explosion that also takes the full six points in rank, and also with the 10% debuff. Seems like a good reason that makes this power amazing right?
Eh...
Looking at it vs. the Kroldier
Inferno grenades can take up to a 9 m radius, go through, and prime for a rough 1650 (i don'thave the numbers on me) FE against armor assuming the detonator is a rank 6 power. The kroldier also has a 30% boost to power damage from fortification, which will allow him to surpass the Batsol's inferno grenade, in DOT. With a 5m radius and maxed damage inferno grenade, the DOT will surpass that of the Snap Freeze Explosion by the time its ready to be used again. When another grenade is thrown, it will stack.
Inferno grenades also synergize with incendiary ammo and cause massive amounts of damage, which also make for it being a much more effective primer.
Snap Freeze as a Debuffer:
As a debuffer, Snap Freeze will net you an extra 10% damage taken and weaken armor. Pretty nice deal, eh?
Looking at it vs. Recon Mine
Considering that Recon Mine has a 9m readius, debuffs enemies by 35%, can be detonated to take out mooks, outright, and won't trigger a massive cooldown for the Drell infiltrator, Recon Mine takes the cake. Recon mine can also "go through walls," and stagger bosses.
The arm time can be a bit long, but as a debuffer, recon mine takes the cake. The debuff abilities can also be compared to Warp, proximity mine, and even biotic orbs. All of them have much higher debuffing properties.
What about weaken armor?
Considering, at higher difficulties, most effective players will already have armor negating mods and/or ammo consumables. This is negligble for the most part.
Snap Freeze as Crowd Control
Snap Freeze doesn't reliably stagger armored units. They just take the icing to the face. At higher difficulties, the Crowd Control aspects of Snap Freeze are lost, especially on later waves.
Snap Freeze as a Co-Op Power
This seems to be a large focal point: When conjoined with a reliable detonator, Snap Freeze becomes "beastly."
Why?
If it takes two people to take down a mob as fast a single, better, kit can, why is this a good thing? Whats the purpose of having two people do a one-man job? Not only that, but if you insist on taking two people, aren't there much more effective teams out there (Proximity mine and Arc Grenades come to mind)?
Where does that leave the Paladin?
Ah yes, the pally. Without Snap Freeze, he is just a rolling, 250 more shields holding, Shield weilding Salarian Engineer.
Snap Freeze is a requirement on this guy if you plan on taking him out. But don't expect him to well if he strays too far from his tech buddies. On his own (which happens a lot in games when people stray, and they will stray), the paladin won't have the same amount of "oomf" as people will make him out to have, and snap freeze is a part of that.