I think its probably a question of how far to try and go with the poly modelling of a base mesh before switching to the sculpting for a more organic feel. It just makes a bit of sense in my head that especially in the early stages when making the big lumis divisions that instead of eyeballing where halfway is and then spending time in sculpt mode trying to flatten everything out to produce a couple of flat planes, just subdivide a plane and move an edge. But I’m sure you don’t have to go very far down this path before actually it becomes much easier and intuitive as you say to be sculpting rather than trying to poly model the eyes for example. I shall try both repeatedly and see what fits. 🙂