For example, you can never land Akuma's Shun Goku Satsu in a non-combo
you can use it for punishes (forgot if it -- and which version -- is also unjump-able if done right in front of your opponent; SFA2 at least froze your opponent whenever they weren't blocking before super flashes) and kara-demons
I never liked the way Immaterial and Missing Power declares spell cards. It took me a while to get used to it and I still find it awkward. I mainly declare just to heal and maybe throw a random super.
the declaration mechanic in IaMP makes both players work for their declaration chance (one poster has commented on how it makes the opponent "know exactly what you're going to do", but if you manage to give yourself enough options -- to declare and to bait punishment attempts --, and also conserve at least one bomb -- the threat of using it vs. actually using it, as another option for your opponent to consider --, you shouldn't be caught as much, if you get the hang of your opponent's possibilities). Personally I try to gauge the average amount of damage my opponent can do in one combo and try to knock the opponent down or get an aerial hit then declaring. (most of the times if the opponent isn't far away for the fast far bullets, they can't tech and land a hit on you in time).
Supers have a lot of uses, that your opponent has to consider (as additional options); reversal supers (broom, spark, throw of atlas), melee supers that can hit you if you're airborne and spirit-drained (blazing star, blue sword), supers used for spirit-draining (final spark, royal-flare, gungnir, yin-yang orb, Suika's string, Meiling's orb) and more.