A lot just depends on how much control you want over the mesh density, its deformation, and how comfortable you are modeling with zspheres Vs. regular box or polygon modeling. UV mapping of objects is important too.
If it’s all staying in ZB and you’re going to have a final mesh density that’s way up there and just use transpose most of this is irrelevant IMHO.
For many faceted objects and precise placement of such objects I find ZB harder to use than most 3D packages.
For me it just depends- and since you can now retopolyogize (?) the mesh it’s not a huge problem (though I find doing that takes just as much if not more time than making a good base mesh in a 3D program to begin with).
You don’t need Maya, XSI or 3DS MAX etc. for this- something as simple and free as wings 3D or Blender will easily do the job- and give you more UV options. Silo is an inexpensive program that will give you even more control…for very little money.
You don’t have to be a master box modeler to get huge advantages out of using another package in your process- I think a lot of people get to into making the final mesh in the outside application and don’t focus more on the most basic shape and mesh density and flow. How many Mr. Potatoe head box models have we seen turn into Davids?
K.I.S.S. seems key in the early steps with this method…