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I don't play CoH much but over on CoV, pulling is non-existent because it is never needed or efficient, barring VERY extraordinary circumstances (say lvl10 8 man team facing an AV with a bunch of reds around it. ah!).
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I disagree - pulling is very frequently the most efficient method of initiating attack. There is another reason for "pulling" which has not been directly discussed here - to place the mobs in a compact group, near a wall for other obstacle. There are many, many very good AOE based powers which either function much better if enemies are tightly grouped, or don't function at all if they are spread out. For example - soft controls or AOE debuffs (ice slick, earthquake, tar patch), defender debuff toggles (radiation infection, darkest night), tank taunt auras, and blaster AOE damage. All of these can have a huge effect on the speed with which enemies are dispatched, and the safety of doing so.
A good corner pull is usually the ideal way to set up these powers. Enemies will run up until they turn the corner, at which point they will stop and attack. One after another they will group-up nice and tight, right at the corner. As an added bonus, a good corner pull usually has a wall next to the enemies, to contain knockback (if properly directed).
To address the point of the OP, I think the reason why pulling is poorly done, if used at all, is that it's effectiveness is not as obvious to the soloer. Many people learn to play as soloers, and simply carry their solo tactics into the team environment (everbody pick someone and attack; when dead, pick another).