hi kublakai,
The solution is the reconstruct tool. Pixologic has created this program with a great amount of foresight.
Model in zb upto to the stage when you just about to add your skin details, such as wrinkles and pores.
Take your zb mesh out and draw the correct topology in the form of an interconnecting grid ( See Below)
By virtue of the process , which I suggest should become commonplace, the generated mesh can be exported at an extremely high resolution , close to zbrushes infact, and the level of detail recontructed down to the very base back in zbrush. So as to complete the circle.
From this point onwards you can add those fine details and generate your disp and norm maps with the new topology.The most beautifull part is that you still maintain all your contruction levels.

Just to place a tengible solution on the problem:)
Time to generate the new topology is 1 hour in this case. However , as I’m very much out of practice , it can be achieved in a much shorter time. Even more so because you can recycle the old topology.
I can’t see this happening in zbrush, as effectivley that is. I’m sure they could update the import mesh alogorithem to allow for different topologies , but you have no control over the placement of the loops.
I think the best thing Pixologic can do is make a plugin for zb that acts like a birdge between the topologising program and itself.
There is a very interesting plugin for XSI that converts displacment maps to subdivision surfaces. For models , not so complex, the plugin could tesselate the Subd suface levels based on the disp map. SO you don’t require normal or disp maps at all at render time. HMM Somtimes I can really see the value of being a programmer:)…when working in zbrush I don’t lol:)
Well hopefully the last bit of prattle from me until my tut:)
Kircho