Moin,
welcome to a new world. Comparing a fully procedural system like Houdini, even when it comes to “just rigging” (kidding, guys), to a click-be-done system will always give you reason for biting off more of that desk than you can cope with

Rigging in Houdini *is* powerful, but with great power comes great headache. What you are talking about isn't really “rigging”, it's more the “I want an make-it-awesome-button”, which is OK. Any “autorig” I know of (except for the all-in-one-solutions on the web) really is just a pre-made set of joints/bones and you will have to a) click on a weight-it button (after you adjusted the rig to your needs) and b) adjust the weights. If b was not there, we would have a lot of unemployed riggers out there

> Does everyone use Houdini for rigging or other softwares like Blender, 3dsMax, or Maya?
I am sure that if “everyone” would be using Houdini for rigging, SideFX would be very happy. It's obvious, though, that (even with DCC independent pipeline tools like Fabric, Kurtis etc coming along and with Houdini Engine getting better every week) as long as rigs are very, very DCC-dependent, there will always be a bit of a learning curve to master.
As for the screenshot you are showing: If you are just starting out with rigging, I would definitely suggest using a T-pose geo, not some pipeline-unfriendly pose like this, where any capturing process will run into issues with the arms. Learn to walk first

Try using Houdini's biped presets for the rig, adjust the joints to your needs and see how far capture-geometry takes you (again, with a decent rest pose).
There are some Houdini-rigging-tutorials out there, but most of them are quite old. I am working on a rigging-and-animation course and would welcome *any* serious, cooperative and detailed input. “Blender is better” is not helpful, though

Marc