So all you do with Pflow can be used by Atom, any simulation, MassFX particles...etc
The result is refreshed when the particles are updated so that's a non destructive workflow.
You have control over the number of lines, the search distance...etc
All the parameters are animatable.
You can use a multimaterial to shade it.
That's a geometry so you can also deform it, smooth it...etc
You can bake complex Atom objects using Alembic(prefer the free Exocortex Crate plugin) or Xmesh.
Update V2.0 :
1 : You can now control the length of the lines between the particles.
2 : you can fade the faces at render time with a vertex color support
3 : you can use a mesh instead of particles as points source, so it takes vertices and vertices selection. you can animate the source mesh, deform it, change the number of vertices, slice, volume select...etc