Maxims have a number of specific problems.
A) squad size and set up time means that flanking it with grenadiers doesn't work even if you pull it off. Even a P-gren flank microed well can still get snagged on the crew during the MG flip and have one man get the whole squad pinned before they finish the crew. Units close will get insta-suppressed normally.
B) Germans don't have enough early anti-building options to flush out a six man squad.
C) It can basically charge into a set up MG-42, get pinned and still stand a fair chance of beating it, which is just ridiculous.
D) Snipers and mortars will both take a long time to decrew a maxim in addition to risking being rushed by it even if covered by German MG/infantry. Not to mention, the 15mp reinforce cost means there's basically no punishment for sloppy maxim play short of losing one, and even then it's much less of a pain than German weapon team losses.
E) Most importantly, pure maxims is
incredibly dull to play against and maxim spam requires minimal skill. Good German MG play is challenging, multiple German MGs is very high-risk (in that they will get scout-car'd, then stolen, then come back with 6 men in buildings

) and also has at least three hard counters (even without the maxim) as well as the soft counter of the conscripts, especially with incendiary nades. Good maxim play is just attack moving the fuel points.
(F) The ZiS is way better because, aside from the barrage, which is actually pretty decent given the Soviet munitions situation, you can actually keep it alive for a battle and vet it up. The PAK desperately lacks both the capacity to hit T-70s in particular and general survivability atm.)
I'm kind of fond of the 6-man crew as a concept but it can't be coupled with the incredible flip time, much better pick-up prospects, really cheap cost and reinforce cost and ability to rush a set up German MG and still create interesting games.