I’ve regularly brought Nurbs geometry to Zbrush and also other Digital Sculpting applications, yes.
What you say here is not really accurate, Crom…
There’s no Nurbs Mesher or converter program in the market which converts Nurbs to “All Quads”, let alone gives Nurbs Geo a subdivision surface optimized loop structure. The products for Modo don’t do this either.
They will tidy up the patches a bit and mesh these with regular density, yes. If they are good they sew individual surface borders with Ngons which looks a lot better than jaggy triangles - the popular mesher of MoI does this. But that’s merely a cosmetic measure, especially so when bringing stuff to Zbrush: Ngons aren’t supported in Zbrush, they would get triangulated at Import time anyway.
The good thing is: “CAD-Loaders”/converters are not at all required to successfully import Nurbs Geo from any source to digital sculpting apps, especially in times of Qremesher and Voxel-Sculpting.
All one should take care of is that the Nurbs object is evenly and densely meshed. One can control meshing better in Rhino or MoI than in a lot of MCAD programs like Solidworks though. So one simply brings in a dense, quad dominant mesh. As one is only about to start sculpting when bringing CAD-data in, super clean topo isn’t required anyway. One can happily sculpt away, remesh with Qmesher when required and - depending on output needs perform a retopology towards the end of the sculpting process or simpy decimate the mesh and send the geo to Rapid Prototyping.
I would not see how Iges support would help - unless Pixologic came up with the first true Quad Remesher for Nurbs.
That said - in my perception such a product could generally be built as an extension of Qremesher (it could use surface seams a Topology-Guides). But such was a seriously huge undertaking.