Cage - Disables movement completely. Basically immediate animation with barely a fraction of a second to react (unlike Bastardo's Leap). Basically renders any form of stealth or parry while inside 100% fruitless.
Cage Weakness - Nothing.
Siphon Life - Absolutely ridiculous range. Huge Damage. Health Restoration. Super Armor (ON A RANGED DPS).
Siphon Life Weakness - Stunning abilities only and nothing else. Melee attacks or combos do nothing, especially if the Maeve spams the jump button causing most of your attacks to miss (since she has super armor your combos are meaningless).
Vanish - Invisibility. Invincibility (lol so she gets both). Movement speed increase. Literally the perfect escape tool.
Vanish - Weakness. Can't attack. But who cares, that's not the point of it. It's an escape.
Toil and Trouble - Should basically be considered a one-shot to whoever it hits. Auto tracking and no range limitation. If it's canceled successfully she still gets to keep the ult she failed to use within the active animation. So just cast it again in a few seconds, since your opponent was skilled enough to stop you, you deserve to use your ult again.
Toil and Trouble Weakness - Line of Sight. That's it. Because disrupting the ult means nothing.
Siphon life actually doesn't have very long range without a the mod to increase it. Moving out of its range will break it. Speed increase on vanish is also only when modded. Toil and trouble's weakness is its long cast-time and slow movement, making it difficult to actually hit with. It doesn't 1 hit anyone(i haven't tried it modded) it does ~60-70% damage to most dps and support, and 50% or less to tanks.
I agree with @RageKrom that daemon is a decent choice to take out a Maeve. I don't really agree with everyone that said nid is, though. I've 1v1'd so many nids as Maeve at this point, i basically have it down to a science.