One should consider that Quad-Meshers are generally no tool to transform Nurbs or rule-less meshes to low resolution SubD cages – which then can get further edited with Subdivision Surfaces modelling methods.
The best quad remeshing implementations available today spit out lightweight meshes, which may get used to create the illusion of very complex geometry (via displacement-maps) in rendering. That’s basically it.
Even Zbrushes Quad-Meshes have lots of properties which are considered severe mesh-errors from a SubD-Modellers point of view: Spiral Loops, unnecessary poles (star points), less than ideal polygon flow. Non of this can get cleaned up within reasonable time.
Those who need editable cages still perform the remeshing by hand.