>>725702778
Custom input mapping. You could use swipes and presses to have a lot of extra inputs and macros. Break it down into quadrants to press, or a command rose to swipe.
For example... map the pad into eight sectors to emulate an eight-way weapon wheel. You could instantly switch on the fly instead of holding the left bumper to bring up the wheel then use the analog stick to select the weapon.
More ways to not need layered, contextual inputs that take control away from other actions (often important things like movement and camera control) which virtually all modern games have to do in order to cram all of their bloated inputs into the limited xinput scheme.

Two pads, more inputs.