I definitely rely on Dynamesh often, but I love Sculptris' dynamic tessellation. I can more quickly and organically build out a form and get a large number of polygons into an area requiring greater detail. After bringing the model into ZBrush, the first thing I did was convert the tris to quads using Dynamesh and continued to use it quite a bit (along with qRemesher).
I just posted what I had done in the Sculptris phase [link]
BTW - I love your work, especially your most recent WIPs.