Sure, but all of that relates to high detail sculpting. How often do you do that anyway? and with the dynatopo tool it’s pretty fast to just sculpt a more detailed mesh and bake the normal map / ao / whatever into the game ready model.
Sure, if you are making movies and really high detail stuff it’s not going to cut it, but I don’t believe it’s a deal breaker considering blender is 100% free.
also, on subdiv. the bigger issue is the time it takes to actually subdivide with the loop tools. if you add 1000 cuts on a plane on x it’s fast. if you then cut y you’ll hang a while. that’s probably some redundancy issue with the way the loop cut works.
More to the point of blender vs anything - if I wanted to I could snag the source and fix it. if the same were the case for Maya or 3ds I’d be out of luck, forced to file a bug, and be told to ■■■■ off because no one but me uses it that way.