Hi Zeddicus 
I enjoy our chats too.
I work in a Film pipeline and i am very aware of the limitations and constraints of some pipelines
I definetely agree that is better to have more tools than not and using your own example of Uv Master and decimation Master i would say these tools are more than welcome in Zbrush and i would be very happy to have a 'retopo master" or a vector “displacement exporter” yet i am even more excited at the idea of Pixo focusing on this new tools that are only recently beginning to fill a massive void in the modleing/sculpting pipeline.
Again i could have used “UvLayout” instead of "Uv master "or used any other polyset to rebuild topology (Topogun,Modo or Nex for Maya etc) or even used any of the commercial or free decimation tools out there (Lw had for years now a quite decent decimation algo and the latest versions of Maya are not too bad) , or used Xnormal or Cyslice to extract normal or displace maps…but what i couldnt do is have this level of topology free sculpting that only Dynamesh,Sculptris or Voxels can give.
So basically we are comparing things that it would be nice to have so that Zbrush can play nice with Pipelines Versus tools that are unique and you can ONLY find in Zbrush.(or 3dCoat and Claytools maybe)
In the larger picture something as basic as substractive modeling has been totally disregarded for literally decades and i am waiting to try this release to see how good it has been solved here.
Keep in mind that being able to scoop out or “erase” geometry is the 3d equivalent of erasing in 2d…no less no more!
So not being able to “substract” or erase is just exactly as ridiculous as having Adobe releasing Photoshop with amazing deformation tools Layers and complex filters yet incapable of one of the most basic functions that even a 2 dollars pencil eraser could do…erase…
The developpment of technologies is uneven and thsi was the result of a particular path that some early CG devs took with some preference of polys over Nurbs and Catmull Clark over subdivs…these were clearly compromises based on available technologie, hardware power and down the pipe constraints .
Zbrush introduced a different approach and is continuing to do so pushing the boundaries of shape creation and you do this not with ideas of the past but clearly by thinking outside the box.
All this said and until pipelines catch up with this it is true that we need retopo and other ways to make this useable like vector displacemnet and other techniques as well and these are a very valid request if you need to comply to a particiular production pipeline.
Also as i mentioned before while production tools are very important, Preproduction tools (like concept sculpting in Zbrush) can be just as important if not more because the success of these tools and the ability to meet deadlines are critical in getting the initial project approved and in that respect it is ultimetely in this phase and not so much in production that the studios can win projects and keep producing