One thing to keep in mind i believe, is that Hatred generators tend to be supplemental damage to spender skills. Pay less attention to the pure damage output of your generator, such as Entangling Shot's paltry weapon percentage, and more attention to its use.
When facing strong packs, i dont intend to open up with ANY of the generator skills unless i have to, as the damage potential for spenders can be so much greater. It is nice, however, that when i do need to recover hatred, i can do so while still dishing out damage. In this regard, skills like Hungering Arrow are great. But you want to switch back to your spender as soon as possible in the fight, and thats where something like Entangling/ Justice comes in handy. Add in Bat with Templar spec'd for +1 htred regen and Rapid Fire/ Multishot is ready for another barrage in seconds.
So it really depends on what the generator brings to the table. Are you waiting on Hatred often? Are you looking to bank shot at range to sort of do recon work before actually going around that corner? Consider the benefit of what the generator does a little more closely than its damage potential.
That is also the exact reason I still use HA over any other generator. The side-effects on the rest of them are just too bad.
Entangling Shot gives a slow, sure, but that slow is useless in Inferno when fast mobs will still move twice as fast as you with its slow and it requires you to turn and shoot them instead of being able to lay Caltrops mid-run.
Never was a fan of the delayed explosion on Bola which pretty much killed all its usefulness for me. Doesn't give that much discipline back with the rune and the stun is useless past NM.
Evasive Fire tends to waste all your discipline and takes too much coordination to make sure your backflip isn't going to get you killed when you're facing a tough mob where every millisecond counts. It also isn't goingto help you dodge a ranged mob when you have nothing to backflip as you try to avoid a missile. Also the backflip is super short unruned so it's just going to be a discipline drain against faster mobs.
Grenades generates a lot of hatred but they are very delayed in having to bounce out, especially at long distances, and tend to spread out way too far along with dealing inferior damage.
That leaves Hungering Arrow which does great damage and, best of all, can be shot around corners or off the map to hit mobs that you can't even see. It is so nice, especially during the Belial fight, to watch mobs die as soon as they appear on your screen because HA was already eating them when they were too far to see.
Now, all of these generators still have their utility at low levels/easier difficulties, but that's to be expected. When slows actually work, you don't need to save your disc to hit SS at a moments notice, a delayed hit isn't going to kill you, or you can sacrifice the poor damage of grenades for hatred - then they're all still fine. Those utilities just aren't worth it in Inferno.