When I’m posing my model and, lets say, an arm intersects with the torso and the voxels instantly weld so that I can’t move the arm away from the torso anymore, or I close the lips of a figure and I’m not longer able to open them up or forming the fingers to a fist welds them all together, THAT I call limiting.
Seriously, I also like the voxel feature of 3D Coat. With it you can create models that would never be possible with classic modelling approaches. However, it’s not a new paradigm and it’s not the best technique for everything. Besides that, sculpting in 3DCoat feels blobby, bubbly and squiggly (sorry, I don’t know how to express it better) right at the moment which also is a problem closely related to the nature of voxel volumes (either you create a new voxel or not, the surface pops within the voxel grid).
Well, all I want to contribute to the discussion is, that polygons surely have their limitations but they also have distinct strenghts. Does it not say that nothing fuels your creativity more then clear limits?
On a side note: I always felt, that the Unified Skin Feature of ZBrush was neglected my most of the users. Unified Skin offers a lot of workflows that come close to voxel behaviour (like eliminating stretched polys or welding several subojects). ZSpheres II seems to built on that feature and my guesses are that what Pixologic might present us in the future could be “the best of two worlds” - the spacial flexibility of voxels combined with the spacial integrity of poly surfaces. Until then, I personally use the software which is most suitable for a certain task.