They will notice when they want to UV the result and none of the loops are conducive to that. Even with ZRM there is no guarantee material breaks will be anything close to what you need, and then you have to deal with what might be described as a 'hurricane of piss' trying to transfer usable UVs to that mesh, which is possible but only with time and wizardry.
People are quick to dismiss SDS and doing it properly when it's all about the client speed, but don't forget that what the client sees is only half the battle. A lot of them are going to want subdividable meshes, usable UVs, helpful selection tags, and edge flows that make sense, whether they know it or not, because it'll be you they come back to when they want changes. And when they do, you'll end up having to redo all the textures and edge flow stuff even if the VB underneath it all is fully parametric.
And let's not forget that the more often you do SDS modelling, and get used to solving, patching, tweaking and expanding such that it becomes second nature, then we start to achieve speeds that really aren't that far behind bodging it with a voxels or splines. For your own benefit you would also be practicing skills that not many people have any more, which makes you valuable for the people who still need it, which is more than you think ! 😉
CBR