This is not a typical base model, rather it’s been created to be very quickly adapted into any sort of bipedal creature of your imagination. The name Base Man is therefore a bit misleading, but I’ll stick with it for now.
The main thing about this base is that it’s not aimed at providing good edgeloops for animation, rigging or the likes. It also includes no specific edgeloops for a human anatomy. The only strictly human features of this mesh is the five fingered hands, apart from that it’s basically just a box-man. Basically, this mesh strives towards being as even a surface as possible for ease of sculpting.
So why would you want a mesh like this? Well, I have personally found this type of mesh to be easier and more flexible to work with when doing concept sculpts, where animation-friendly topology is not as important as the overall shape you’re trying to develop.
The end result can then easily be re-topologized into a new mesh with a topology that fits snugly on the new form you’ve developed.
Who would want this?
The people who could have use for this base mesh would include concept sculpters, high-res sculpters as well as 3d artists in general who are interested in learning new workflows and exploring the wonderful world of re-topologizing.
I agree with your philosophy in providing the model without much thought about edge loops, etc. Having a mesh that's friendly to concept sculpting leaves the door wide open for you to later use ZBrush's retopology tools to get exactly the right base mesh for whatever you've created. Insisting on starting with an animation-friendly mesh could needlessly limit possibilities for creative sculpting.