No I don’t understand. Sure I model in Blender. Actually I would say that one of the strengths of Blender is that you can switch to sculpt mode while modeling and use the sculpting tools, it’s pretty effective with the inflate/smooth brushes and so on when modeling a character if you don’t want to sculpt it 100% and then retopo. Sculpt mode is for editing vertices. You aren’t using a different data type when you switch to sculpt mode… Which is why I asked you the question: why use edit mode with a 1.3 million triangle mesh instead of using sculpt mode? Edit mode isn’t designed to be used with that kind of dense meshes. You’ll only see a black mush of vertices. Or are you saying you have a need to edit single vertices for your mesh?
By default all sculpt brushes conform to topology because they don’t change the topology. If you want the topology to be changed there’s dyntopo, but you will have to retopo a mesh sculpted in that mode.
I noticed that you didn’t answer my question. Which is fine, I don’t really care. But I think there’s probably a better workflow instead of trying to model huge meshes in edit mode. Dyntopo sculpt mode and then retopo for character sculpts, for hard surface models you can use subdiv modifiers and then paint the smaller details using normal maps (or just use the hardops addon to create the model). I don’t know what kind of model you’re trying to make but these workflows should be better.
Also if you’re having trouble using Blender you can ask questions at http://blender.stackexchange.com or http://blenderartists.org/forum/ and you will get help.