Well. The quickest way, to solve that, is probably to provide to @Julien_Kaspar a satisfying keymap configuration, exported as a python script.
I think that Sculpt mode evolved quickly and developers avoid to update Industry Compatible keymap ; because there were not sure that some parts of evolution of workflow will be permanent.
I think they were waiting for a kind of stabilization of the mode, that never happened since Pablo started to radically transform it.
Amount of brushes tripled, two dozens of active tools (that are not brushes) have been created, almost as many new mask operators, a new auto-masking feature, a new brushes with sub-modes workflow, a new Face Sets workflow, a new Voxel Remesh workflow, a new Color Attributes painting workflow…
Many of those things have changed, several times, since moment of their introduction.
Indeed, that corresponds to a lot that deserves to be discovered. But default keymap also has difficulties to follow rhythm of additions and is not ideal, too.
Currently, Joe changed expand tool modal keymap in master. Honestly, I am not a big fan of those changes. To me, those defaults do not make sense.
That does not make sense to preserve previous mask by default.
If you are using the tool to create first mask, you have the feeling that does not work.
That does not make sense to me to enable gradient, each time, I change FallOff type.
I don’t know if those things are bugs or if a demonstration from @Julien_Kaspar is needed to understand.
There are more modifications to come that could redistribute keys of sculpt mode configuration.
Work on asset-shelf region started in an experimental branch. That will change workflow to access brushes.
So, I suppose that they tried to avoid a WIP feeling by sticking to old shortcuts and just adding some for Remeshing, several years ago.
But yes, in Default keymap, there are shortcuts to create, hide, edit masks and face sets, enable auto-masking, improve painting that are missing in Industry Compatible keymap.