Hey John, good questions! Retopologizing that wrangler character is pretty high on my to-do list, so that course will hopefully cover all of those topics. In the meantime, I’d recommend sticking with all quads for the most part but using triangles in sharp pointy areas (his beard), and on the concave part of the joints as seen in that video.
I always thought the idea was to retopologize a high poly retopo, then maybe apply a multires or 4 for some high-frequency non-dyntopo sculpting then bake that onto the game-ready retopo?
I haven’t taken too close of a look at the character yet, but that very well may be what we end up doing since, like you mentioned, sculpts are a bit rough.