I tend to think so. It depends on your output needs, but in ZBrush it is helpful to develop the discipline to establish the form of your mesh before moving onto fine surface detail.
The tools designed to help you quickly shape form in the program often require a single level of resolution, and can create sub optimal topology for other purposes in ZBrush. This kind of topology frequently needs resurfaced with tools like Dynamesh or ZRemesher to reshape and redistribute the polygons over the surface to improve sculpting results. These tools are fast and powerful for shaping form, but limited in their ability to capture fine detail.
However, at a certain point your form is mostly stable (doesn’t need to be changed often), at which point tools like ZRemesher and Dynamesh become less useful. It can then be useful to use ZRemesher to create a new low poly base mesh with clean topology, that can be subdivided for the purpose of creating high res surface detail, posing, painting, UV unwrapping, and texture creation and export.
It can also be useful at this time, depending on your needs, to consolidate the mesh, fusing sections together and removing overlapping geometry. The more efficient your mesh is, the higher it can be subdivided, and the higher detail potential it can achieve. Redundant geometry that doesn’t contribute to your surface resolution only serves to inflate the polycount towards your system limit.
It may be necessary to use detail projection to project the detail from the previous version of your mesh onto the new multi-res version, using one of the various methods.
