yeah i suck at drawing in evenly spaced topology and i find math (subdiving) does a much better job at keeping things even than i ever could.
so from this point any retopologizing i do is just to pickup the details of the hi-poly model as the form is already described and animation is accounted for. i also model everything i attach (hands, heads.... parasitic twins?) to have the same number of points of origin as this mesh.
i find this literally saves hours of work for me. i highly recommend it to people who have animation edgeloops they know and love and dont want to bother having to draw it in the same everytime they retopologize a model for use in a game etc.