Is it best to sculpt on a scale larger than the real-world equivalent?

When modeling you often hear it’s best to work on a similar scale to the real-world object you are working on. On sculpting, however, when trying to work on realistic scales, for humans for instance, I find that you have to start using high density topologies much sooner on the workflow, and I’ve had issues getting small details in. Is working a much larger scale, such as 2+m for a head, then going down after you are done, best? Or it doesn’t matter?

Not much experienced with sculpt but I think you can duplicate (Alt+D) your object, scale and sculpt that one. This way you might tackle your issue (Both mesh will reflect any change to the other).

This can work if scaling down after turns out to be a problem, but so far it didn’t seem to be, specially if you remesh after. I just wonder if there are any problems with sculpting larger objects by itself.

No, you won’t scale it down, you’ll simply delete it when you are done and continue with your original object.