Philidor & Abishai - Thanks for the compliments!
IagoAndrew - Great work! Very cool that you took some extra time to make a lantern with your own unique design!
Meathelix - Sorry for the much belated reply to your question. I am not sure if I am going to answer it correctly, and you have probably figured this out by now, but here is what I have:
In the image below you can see under the "Geometry" tab that the "Smt" (Smooth) button is activated by default for "Divide". So, if you don't have chamfered/supporting edges and "Divide" with "Smt" turned on, your mesh will become very rounded at the edges, but if you deactivate "Smt" and divide you can get lots of subdivisions for sculpting resolution without losing the shape of your base mesh.
When I created "Unmystified" I had given supporting/chamfered edges to all of my stone geometry so that my edges wouldn't smooth out when divided, because I used to always "Divide" with the default "Smt" turned on. Now that I know I can keep the shape of my stone in ZBrush by "Dividing" with "Smt" deactivated, I rarely ever create supporting/chamfered edges on any hard-surface asset I plan to sculpt. My process now is to use simple geometry with no edge support, then I will subdivide it 3-4 times with "smt" deactivated followed by any additional "Divisions" with "Smt" activated. This way, I can keep the shape of my objects, but still have a bit of smoothing at the edge when sculpting.
Also, with Dynamesh, you are correct, you can just retopologize simple primitives and get great evenly distributed topology. The main reason I don't use this method a lot, is a like to have specific control over my UVW layout. Additionally, I like to have all of my low-poly primitive scene in 3dsMax totally blocked out before I start doing any sculpting, which I prefer to setup in 3DsMax opposed to ZBrush. This isn't for everybody, but I find it a good workflow for me.
Hope this helps answer your question?