I appreciate you taking the time to discuss this!
Regarding diverge/converge process:
I’m familiar with it since we also work in a similar fashion. Some team members will only sketch during the diverge phase, I prefer to do a mix of several tools like you also seem to do. I can make several very quick concepts using CAD, as well as using zbrush, 2d sketching or subd modeling, but some types of objects are just easier to model using specific tools.
On the topic of vitaly bulgarov being able to model any helmet you can think of:
Military helmets concepts are done in a different manner as, say, a bike helmet. The main point is that there’s very minimal styling, but the real important aspect is the surface layout, which can’t be done in any useful manner other than in CAD. Then we can get these to engineers as fast as possible and involve them in the process early on (I’m not willing to divulge which company I work for).
That said, I have no doubt the top guys in the 3d industry could model a helmet that looks fairly similar in no time, much faster than CAD. But that wouldn’t really help the design process.
On NITROX3D for complex stuff:
Yes, I could see that being another useful tool that designers should try out and see if it fits their project/style. But I still think that it’s either marginally faster than CAD (like fusion 360 which I stand by my point, it’s fast when in DM mode), or slower when dealing with anything more complex than simple boxes.
Keyshot:
I use Keyshot on my i5 thinkpad tablet, and it handles just about everything, from assemblies with thousands of parts to heavy zbrush models (not retopo’ed). So it really doesn’t need a powerful computer to do most things at all. And in my experience it takes about a minute or two to put those last fillets in fusion 360. I strongly disagree with Keyshot being anything less than a super fast renderer, but I do agree that eevee is obviously faster for previewing cmf in context.
VR:
I have my own kit at home and use it to design for fun (gravity sketch, and CAD mockups using Unreal Engine for interactions), but I’ll admit we don’t have a lot of use for it at my job. But I do believe it’s a formidable tool that will end up standard in virtually all design teams at some point.
My conclusion would be that yes, blender ND workflow can be used by designers, and I encourage them to try it to see if it fits with their project/workflow, but I think that the use is going to be very limited compared to other specialized tools.