The area of an arbitrary triangle is most easily computed from its vertex coordinates as a 3x3 determinant (no square roots, trig, etc.). This generalizes to 3D (volume of a tetrahedron) and higher dimensions.
The cross product of two vectors a,b (essential tool in mechanics) is easily understood and memorized once one observes that its coordinates are 2x2 minor determinants of a 2x3 array formed by a and b. This too generalizes and provides a definition for cross product of n-1 vectors in n dimensions.
More generally, determinants combined with homogeneous coordinates are all one needs to derive elegant formulas for the basic operations of n-dimensional projective geometry, such as plane through 3 points, intersection of 3 planes. They also provide a coordinate representation (Pluecker coordinates) for lines in 3-space, or more generally for k-dim subspaces of n-dim prijective space.
The sign of the determinant of a matrix tells whether the rows are a left- or right-handed frame, and whether the corresponding linear map preserves or reverses orientations.
Determinants are more efficient than Gaussian elimination to compute the inverse of a 2x2 or 3x3 matrix, perhaps even 4x4. Unlike standard G.E. these formulas do not require division and may require fewer bits per number in intermediate results.