Hmm....
With your question, I feel like you fail to understand what the point of these programs are.
They are tools.
The two programs may have some overlap but they are not the same. I go into further details in this
incomplete post (nude warning) comparing the two. At the end of the post the point is, you don't pick a program because they are not competitors. Daz is like a power drill while Blender is like a box of hand tools. Both programs do some thing that the other can't do, or they may both work but one may do it better or faster than the other. I concluded in that post that daz users should consider looking into blender simply because it expands what they are able to do.
The question you are asking however, is if anyone has changed their
workflow to be purely blender. For anything custom, anything you don't want to buy a license for (ie character morphs and environment assets may have interactive license if you want to use the asset in a video game). If you understand that the question is asking about 'workflow' and not about pitting the two programs against each other, then the answer becomes more intuitive to understand. If I'm working on anything other than character models, its blender. testing scenes, testing compositing, making custom models of anything, even creating algorithms I'll use blender. If I'm doing character work however, I use a daz and blender combo workflow, as the consistent G8F topology format allows me to reuse any work I've done in the past for new character ideas (I sculpt character based on a technique for analyzing different artist body type art styles). often while working on characters, I'll use daz clothing for prototyping the look of a character, but I'll use blender for clean up (of morphs, final sculpting) and creating custom clothing. I still don't do much in terms of texture creation however. The point is, sure I can and have made characters from scratch in blender, and in fact I'll remake G8F's mesh to make it more game engine friendly, its a fun exercise, but why would I limit myself to just blender? I want to make things, not torture myself, so if Daz can do some things, I gonna use daz.
I will say however, regarding your question about hardships, blender being a box of hand tools means that you have skills with the tools to make good use of them, while, again daz is like a power drill, it can do 'some' things, and the things it can do it does really well. This mainly means that daz strength is that it automates a lot of things, but its weaknesses is that it can't do basic things. I believe Hexagon is suppose to be the complement program to daz, acting sort of as blender, but I learned blender before daz so.... meh.
as for the details of 'making porn' it sounds like you are asking about a lot of the visual novel makers. as far as I know most stick to daz just because its quick to iterate through ideas and get things out, because games are large projects. I don't see anyone transfer over to blender yet, since a lot of the 'realistic' texturing and character morphs tend to encourage a 'realistic' type of scene lighting, which daz already does well. The only people I see commit over to blender for making porn are Source Film Maker animators who switch to blender because higher quality models, and even with the same models, they can have better looking lighting. I'm still a bit iffy on the difference in animation, but blender allows a lot more effects that can't be achieved in SFM, due to model limitations.