It is foolish to replicate ZBrush's features in a voxel software that originally had a leading-edge concept. With the advancement of AI, future model detailing will primarily rely on AI, making mesh sculpting software obsolete. This software should continue to focus on enhancing the convenience of quick modeling. For example, restoring the fill function of the smoothing tool or quickly connecting two adjacent blocks, which currently can only be done using this tool.
If you insist on mimicking ZBrush, why not add a masking function? It's simply a matter of introducing a depth concept. If I were developing this software, I would first make the primitive shapes in the deformation tools, such as cubes, spheres, and capsules, deformable. This would save a lot of time when sculpting things like wrinkles. For artists, even a tool like Medium can be very effective. The key lies in whether the tool is convenient and intuitive, not in adding a bunch of features that other software can already