Why is it that not wanting to directly copy functionality from other software is backwards thinking? Honest question, I fail to see how that is a bad thing… I understand why zmodeler is great, and it works flawlessly inside Zbrush’s own workflow, but that doesn’t mean it will translate well to Blender.
Not only would we end up with a bunch of duplicate tools in both Edit and Sculpt mode, it would also become harder to maintain said tools, plus Blender’s sculpt mode is already pretty chaotic IMO.
A way to make the difference between Edit and Sculpt mode more “seamless” sounds like a better solution to me, so instead of adding new (duplicated) tools, we could take advantage of what’s already available in the modeling toolset. With that in mind, improving Edit mode performance should be top priority, instead of duplicating tools.
I think the sculpt module should aim to be the best possible version of itself; meaning, since it’s not a dedicated sculpt app, it should play and connect well with other parts of the program, like modifiers, GN, armatures, etc.
Instead of being hung up on what functionality should be copied from other programs, we should be trying to come up with the best workflow for a smooth modeling/sculpting/texturing/animation process in Blender. Trying to bring Zbrush’s very specialized workflows and tools into a program that is completely different doesn’t sound like a good plan to me.