It's not just about "liking" to use those items, though. Being able to throw things like Flash and Sonic Bombs without having to sheathe adds a lot of versatility to your game. It's almost impossible to Sonic Bomb Quropeco in time by roll canceling an attack, sheathing, and then throwing a Sonic Bomb. He'll almost always finish his Deviljho call first (unless you have Sheathing, but that's not a good DS skill). I consider SnS to be more about support pressure, and DS to be more about DPS pressure. SnS users should come prepared with that stuff, IMO. It's just part of the weapon.
Also, I haven't done the math, but it looks to me like SnS has better paralysis weapons than the DS, which generally fits with its support roll. The SnS has Coctura Balgang, which has 180 paralysis and purple sharpness. The DS has Chum-Chum Scarecrows, but those have really crappy raw damage on them. Your only other option is to Awaken Midnight Blackwings, and that's only 110 paralysis.
I also find that the SnS is able to keep pressure up more easily on monsters that move around a lot. Unless you plan on popping Mega Dashjuice on your DS every fight, which gets expensive fast.
So, IMO SnS has a defined role in the game still. It's a very nice team support weapon. The DS is much more selfish.