Opinion forthcoming… take it with that in mind.
I don’t like Zspheres at all and I find them incredibly odd to work with. I agree that they look simple and logical.
But…
They are actually an older method. A newer method is Zsketching and the most dynamic and intuitive to me is Dynamesh. It is also the more “current” technology.
Of course one can argue - especially if one is a long time Zbrush user - that all of these tools have their place. But I would argue that the only reason some of these tools have their place is because they became comfortable from use mainly because there was no other way. And but now there is a better way - in my opinion - so why mess about learning an older way?
That is just me and the way I decided to approach it as I worked through the vast documentation. I very early on decided that I hated dealing with Zsperes and was just as happy to check that off the list an eliminate hours or days of training time.
However it is a good idea to be familiar enough with them as they can be used as a base for making topology with the topology tool.
That said, beyond just a basic character Zpheres/Zsketch is a good way to sketch out more odd shapes. Not for me, but for others… up to them.
But regarding the problems with symmetry you can always convert to a quad mesh and also use the mirror function. There is also the slice brush and other tools to use to correct the problem within Zbrush. The more familiar you are with the tools the more solutions you’ll find.
With Dinamesh I simply drag out a sphere and start sculpting. Insert brushes come in handy. But I like to just push and pull and shape something into what I want.
I am also not ashamed to use one of the included human meshes as a starting point to sculpt my own character in Dynamesh as a starting point. Or you can import premade meshes from other sources and start that way as well.
In general there is this workflow:
You sketch out your basic shape - by any method.
Once you get it close as a base shape then you can then convert to quads and start using levels. There are a few ways to go about this but projection is a key component. You could retopo first and then come back to add details.
But I have been settling on the workflow of using dynamesh and then convert to quads, reduce the resolution as far as I can using Qremesher and then add levels and then project back to the highest level to get the details from the Dyamesh back. Then from there add all of the finer details on the sculpt and then finally retopo in an external app and bring it back for projecting details needed for displacement and/or normals occlusion UVmapping and so on.
Just my opinions based on how I have found I like to work. FWIW.