That plugin is just a wrapper around Diffeomorphic plus a whole bunch of (imho) uneccessary stuff. So instead of paying >100$ for this I'd recommend just using Diffeomorphic instead.
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Also, I've been working on an addon (which also wraps Diffeomorphic, so no shaming here for that part) for syncing Daz and Blender for a while that does something similar in a (imho) better way. And I was planning to release that for free (donationware). So maybe just wait a bit, seeing that plugin there makes me think I should just go ahead and release it.
To make it clear I talk about the FAST one. The other one I know nothing about.
Sorry, I should have pointed out that I had seen that product uses diffeomorphic - but I could not say if diffeomorphic was just being wrapped around, or used as base for some functions integrated in a full product, you have the knowledge to say that.
Well, if you release your thing, you should make a post here, I cannot promise 100, but if I use it and if it works, you could get something ;-). Honestly I had used diffeomorphic a couple of times with mixed results, but I am not much of a blender user, so I cannot judge.
Although I can give some results for the other plug-in.
Effectively, I realised the author is the same as the author of the Blender to Daz plugin that is available on Blender Market, even the pictures are the same, so, it is the same product.
You can see below some images of results, except the one with the character in red, that one, was my own export from Blender and import in DAZ as OBJ.
One warning, by default, it saves the blender file before exporting to DAZ - problem, that means if you modify the blender file to delete something to simplify the export, you will loose stuff in the original file, I suggest disabling that option.
1) Does it try to export the rig, textures, materials and apply them in DAZ as advertised ? I would say yes.
2) Does it try and succeed always ? No, and honestly at a first look is more no than yes. Sometime in the texture files folder there is almost nothing or not all the files, in one case, when all the files were there, looking at the surfaces in DAZ they seemed to have been assigned correctly, but nonetheless the textures were not shown, I suspect that the mapping was not transported correctly, though the surfaces are copied correctly.
3) Does it work well for the "fixed assets" like environment, cameras and lights ? I think so, though I tried only with one thing, but while the lights seems OK, I am not sure it really created the cameras in DAZ, although it did create something called camera.
4) Does it try to export all at once as promised ? Yes, but it may create problems exploding some mesh, my suggestion if you want to export characters is to export them naked and with no hair, and then export separately clothes, hairs and similar things.
5) Does it export keyshapes as morphs as promised ? In one case, it did, I had even forgotten that character had keyshape in Blender (the others, I did not check, but I think they did not have keyshapes already at the origin).
6) Does it copy the rig ? Hmm, in one case where I checked, the winged lady, it did, though effectively she was seen in Daz not as a character, but as a group of figures, one for each part in Blender (wings, eyes, tongue, etc.). But at least e.g. the wings had bones. Unfortunately, either the there was no chain in blender, or the chain was lost, so i.e. in the wings the bones were connected correctly, it would be possible to move an intermediate bone in a way, e.g. changing the y coordinate, that made no sense (but if moving the first bone, the rest would follow correctly).
7) The real question, can it help bringing stuff over to Daz ? Yes, but especially if it is characters, it may not be the "just use this, import in DAZ, and it is pretty much done" that is suggested by the advertising images and video. It can help and speed up things, but you may still need on a case by case to add up work of your own.
For some aspects, like textures, you may still want to do also in parallel a traditional OBJ+MTL export and mix the two (the name of the surfaces seems to stay the same as the original, in that, no problem).
And for characters with rigging, it may be very good if it transfer OK the rig, so you get a rigged figure and not an object, but then you may anyway want to transfer the rigging from a Gx character, at last for more or less humanoid characters, so the bones and influence maps can be copie and you do not have to go crazy and manually have to pose every bone, and can use standard daz stuff with it.
I will need to try, but for the "lady in red", combining the bone transfer from a G8 with a bone transfer from a tail add-on, and a bone transfer from wings, may actually give a bone structure that is compatible with pre-made stuff, without having to go crazy doing everything by hand.
Notice it may be just my bad luck, but at least since 4.22 (or already 4.21, cannot remember, I need to try again with 4.15), "convert object to figure" does not work, crashes, I had to go around also extracting a donor rig to start rigging a figure I had bought.