I have founded the main problem that all of us have as general in mudbox to maya workflow:
As you can see:
http://forums.cgsociety.org/showthread.php?f=87&t=880878
and here:
http://forums.cgsociety.org/showthread.php?f=221&t=879051
I have had the same problem with my displacement maps in the past days and tried to
figured it out. so the MAIN PROBLEM IS, Mudbox has serious problems in working with small objects.
I have mentioned that my object was small in scale (0.5-2cm) and when I import/exporting it in and out of mudbox even without any modifications to the actual scale, I couldn’t get the result from the extracted displacement maps as I was sculpted in mudbox… so now that I toned down my alpha gain I can get the same amount of displacement out my extracted map…
Through my several tests I have founded that with the exact same workflow, when you start sculpting
on for example the mudbox’s own cube and applying the result as displacement map in maya or what ever application, you can get the same displacement effect even without adjusting alpha gain in maya.
So whether you use 32bit RGBA Float (like me) or not you must tone down your alpha gain, adjust it to get the same result as your actual sculpt in mudbox if you scaled the object in mud or maya or
if your object is small in scale…
AND (sorry for overuse of CAPS) the lesson in my opinion is… after modeling your objects or scene, if they are small in scale, group them all together and scale them up (from 2cm to 20cm for example) and then export them for sculpting…
This way you do not encounter the usual problems as “Gal” said in his posts, also there is more consistency between your sculpt and the extracted displacement maps (you don’t need to adjust the alpha gain).
Please Correct me if any of these thoughts was wrong 
Thanks