Autoretopo is the holy grail yes, i also saw some Siggraph papers about these technologies some time ago.
Can be valid to optimize and speed retopo workflow. However i think that organic shapes can be very complex, and it also depends on the level of detail you want to keep into final model. And the more detail you want to retain, the more complex autoretopo could be.
Topology: Usually a good topology is useful for 3d animation in traditional 3d apps, since the mesh doesn’t deform well if polygons don’t follow correctly muscles/bone structure of the model. This allow to optimize the mesh reducing amount of polygon where is possible, and most important allowing a good deformation during animation. So when the model is rigged, the rigging work is also easier and you can handle deformation of the mesh in critical areas better.
Polyflow btw is used also in high poly models as well.
This is why retopo is needed; basically if you start your model entirely in Zbrush, optimization is needed-
In production, tho, it’s also possible that you do the opposite, detailing a pre modelled character. (in this case retopo isn’t forcely needed as is may be editing of the base mesh instead)
Right now the best retopo tools i’ve seen are the one in 3D coat and Blender. and then Topogun which copied some 3d coat tools as well.
Zbrush has its workflow, but compared to the mentioned apps it is now old.
Now , Pixologic could also enhance greatly current retopo toolset, or find other innovative solutions for it, or, we simply could use some polygon toolset in other packages. 
I think in the near future we’ll see some good retopo solutions for Maya, Modo or other packages, just because the workflow for organics is becoming more and more: design it in Zbrush----> create the base mesh for animation in other 3d app.
As for hard surface, yes you can design hard surface in Zbrush for sure, but i think it will never be as precise as into a traditional app with numeric input, and also, there, you have total control of polygon amount.
So in this case, i see Zbrush more as a fantastic concept art app, great for designing new shapes freely and quite rapidly, rather than a precise instrument for final production purposes. 