Ok, in that case, here are a few simple tips that might be helpful.
Turn on Polyframe for your low res object. Now leave it on, as you subdivide your object. As long as you don’t turn off the polyframe and back on, it will stay as the low poly wire even on the smooth high poly mesh. If you turn it off, just go back down to the lowest subd level, and turn it back on before moving back up.
Go in to Preferences>Draw>Pfill, and turn that to zero. This gets rid of any polygroup shading, leaving clean wires. You can also adjust Pframe opacity while you’re there, to make the wire less obtrusive.
That way, you can work on a smoothed wire version of your low poly cage, and still see where those wires are ending up on the low poly mesh once its smoothed. A material like Matcap white might work better for the visibility of this process than red wax.
Topological masking in the Brush>Auto masking menu might be helpful for doing things like facial expressions and mouth positions without disturbing nearby features.
And you can still just export out the low poly mesh when you’re done. If youre worried about subtle changes in the low poly mesh from the subD process, store a morph target first, which will give you options for restoring that form minus whatever deliberate changes you made. Or you could approximate it with the “Cage” feature.
Sculpting Layers are probably a great, non-destructive way to try out different expressions.
Sorry I couldnt be of more help.