If you take Dyntopo out of the equation, it’s very hard to compare the two. You have to keep in mind that ZB does sculpting and ONLY sculpting, and it does it incredibly well. Speed, poly counts, and toolset all dwarf Blender’s sculpting toolset, but this is to be expected. Some people hate the UI. I love it. It feels like a physical workspace, and everything can be made entirely custom. Tooltips are always available and are incredibly descriptive. The whole package is designed around tablet use as well. There are also literally thousands of courses and tutorials out there.
Blender has a decent sculpting workflow, but there are some glaring issues. Multires is in need of a total overhaul. The current modifier can permanently break meshes without the user being aware for hours until they drop and re-raise subD levels, by which point it’s possible that an unbroken earlier sculpt is long overwritten. The lack of an option to delete lower multires levels is also unfortunate. Reprojection with the shrinkwrap modifier is okay at best, and often requires a lot of manual vert tweaking to fix, which isn’t always reasonable or possible with heavy meshes. I also really miss the presence of ZRemesher and Dynamesh when I’m working in Blender. Ditto for transpose tools and easier masking workflow.
What does Blender do better? Dyntopo. The ability to not have to worry about topology at all makes it an invaluable tool for concept sculpting. It’s recently gotten to the point where the speed and automatic topology cleanup make it a real contender for one of the best sculpting tools. If we had an improved retopology workflow (fingers crossed for the future of Contours) it would one day be the ultimate concept sculpting tool. Until the issues above are addressed it will still just be average for general sculpting though.