Will Blender have the option of saving a sculpt mask, as some form of delimitation of the sculpt mesh, for the purpose of doing easy hiding and masking of complex mesh structures ?
Like Polygroups in Zbrush.
I’m thinking of creating a new BKE_pbvh_bmesh_update_topology that can preserve arbitrary markings for verts/edges, but its so hard . . . (should I do something else ?)
Blender 2.8 has face-maps which are intended for rigging but could be used for any kind of face-grouping.
Unlike vertex groups each face can only be part of a single face-map, so I’m not sure if this fits you’re use case well.