One of the books in my library is by Peter Ratner “3D Human Modeling and Animation”. He basically covers some modeling techniques with Nurbs and splines pointing out some of the problems inherent in each.
Because of the nature of spline patches, mainly that you are manipulating the surface directly, creases are very difficult to avoid.
tweaking the bias handles on the control points is not the same thing as tweaking the gama. You’ve probably heard the warning to leave the gamma alone, but don’t think that you are supposed to leave the bias handles alone… actually, that fact that you can tweak the gamma, is a good reason to learn how it works so that you can knowledgeably use it to your advantage.
That is a big part of modeling with splines! Compare it to drawing in Illustrator: Those paths in Illustrator are Bezier Splines, you wouldn’t try to draw a shape without controling the length and direction of the handles…
If you are frustrated with creases and with spline modeling, then before you give up and switch to polygons or a method that manipulates the surface indirectly like NURBS or Sub-division surfaces–or call for them to be eliminated entirely (heaven forbid!)!
I’m of the opinion that the better you understand the nature of the tools that you are using, their strengths and limitations, the better your work will be with them.
If the nature of Hash patches doesn’t suit you, then this program is probably not the right one. If it’s just for the animation tools, I think some of the bigger programs like Softimage are starting to copy them… eventually even the programs like Maya, XSI, Max,etc. will add the animation features that you like in A:M. 