1. Sculptris hates mirrored geometry. Seriously going to have to write them about that, it really irks me. Had to tear the mesh apart and use a modified version to get around that.
2. Doing organics is really easy. Doing inorganics, especially anything demanding clean linear work, is just about impossible.
3. The hilt came about while screwing around with the texture-to-height stuff, which is very limiting due to the way it works. I really don't like that I can't tell it to tile strictly, period... "no, don't dump random height data over on that geometry" <thud of mouse hitting wall>
4. It appears that selection / hiding is pretty 'orrible atm; you have to break up the object into discrete objects to be able to manipulate it in a way that makes sense. That by itself is almost a show-stopper for me; I want to grab a section of the uvmap and the geometry it represents... and nothing else, please-and-thank-you, no, I don't want to work on that bit, just that other bit... Doesn't appear to be possible atm, caused much frustration and really is a big deal, since I strongly prefer to box-model stuff as one unitary object whenever possible.