With version 1.5 and earlier the application lacked the stability to be able to use it on a tight schedule. Plus it seemed there was alway some compromising when bringing in work from zBrush and in some cases having to scrap the character and pipeline altogether. I'm sure some of this was my own shortcomings but it was reality for me just the same. When you have such limited time you must pick a pipeline you know is mature enough to actually complete the job. It had gotten to the point of using the iClone/CC pipeline only when there was plenty of time in case I hit a roadblock.
After having completed several characters including one that took all the cloth slots, those reservations are fading. Now I can get whatever I make in zBrush into iClone via CC with no compromises and no frustration. It's all been straight forward with no glitches. I haven't made any intense mesh characters as my time doesn't allow that which is the whole point to using this pipeline instead of others. It is an extreme time saver. Like previous versions rigging is an after thought but no crashes and no compromises make it a real commercial tool for me. While I understand the upgrade revolves around the addition of PBR I'm pleasantly surprised to find the entire application working much better. I have pumped out more characters in a shorter time than I ever remember doing before. With the right time alloted they could certainly be more complex characters too. Also... if the character is to be used for promo shots, posters and things other than complex scenes, you can build it as high poly count as your system can handle which makes for great renders. Being able to bring in the high poly fibermesh for hair or beards is a real plus too.
I am starting to feel confident that if a client wants a fast character prototype the CC pipe line can deliver a WIDE variety of characters.. Its really up to the talent of the user now. The tools are there.