Very much so. The character blueprint is a nice bit of kit where you can add the parts as a sub component as the total character and break up the workload across our character development team. The best part optimization takes place at the component level as part of the framework so as a requirement is limited to areas where it’s needed.
Humm I’ve not tried it but using the joint tools in Daz Studio one could try renaming the bones but unmatched joint rotation could be a problem. In general animation requirements is to unique in most cases that proper retargeting is required and for our needs Motion Builder is very good as to this task along with the source FBX files that usually comes with the animation assets we purchased via the market place. You could also try retargeting in Unreal 4 but the results is rather unpredictable.
The other option is you could give animating in DS a go. It does have some OK tools and support for HIK posing.