Out of the box, No.
As far as I know, Blender has no pre made tools to allow for such functionality (uv transfering between mesh of different topology). However, you can work around this using a technique call UV projection painting (a good
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similar to what you'd need to do). In order to do this however, you would need to get the G8M (or what ever figure you want to upgrade) to a shape that closely matches the source character. You would have to make a second UV map, which you will constantly be remapping based an a camera (uv/project from view, do this while in camera view). you will then make a render (set render mode to EEVEE, go to color managment, set view transform to STANDARD, and look to NONE)
what this will allow you to do is set the source character material to a Emission type, and plug in the texture, the character will then 1 to 1 use the texture as the surface material without any fancy rendering, material effects, light effects, or color correction), and then render the scene using the camera the UV projection was used with. Following the video linked, you can set the texture mode to take your rendered image (say the front view, which has been uv maped by the camera projection), and paint or copy the pixels from the render to a new UV image. You do have to paint this by hand because the technique is limited by distotions from the camera projection, so as you will see in the video, the process will need to be repeated at several angles to create a clean final texture. In the end the result will be: the Blacksmith's texture will be copied but now match the G8M topology. This means you are not modifying any G8 figure data, and you can just use the new texture on G8 figures without any issues... the problem is that this is tedious (but still able to generate a good result), and you need to repeat the process for every texture you want to convert (roughness maps, make up layers). Idealy if its a mesh I'm going to be using a lot, such as a custom made low topology game model, I'd just map its uv by hand to mimic G8... but I'm still convinced Blenders UV tools is its weakest feature and I hate it.
The only good reason I have for this technique is when I want to either texture bake a character's clothes to their low topology character model, and the automatic tools aren't good enough, or if I'm making a quick and dirty model such as for table top simulator where there is little to no shading in engine and can get away with decimating by voxel retopology. there's no way to get a clean UV with decimated models, but projection painting can get around this as a fix.
Now I know with alpha/beta 3.x the gemometry nodes are crazy powerful. For the life of me I couldn't find my UV to Shapekey tool from years ago, but now making something using geometry node is stupid simple... but I avoid using 3.x cuz I need stability and file security. perhaps with gemometry nodes a tool can be made that does what you need, but I don't use geometry nodes enough to speculate.
if you can get the morphs to match in daz, you are golden. because trying to manually make morphs is a pain. shrink wrapping is not as powerful as people think it is, its a very dumb algorithm. In fact that's what I think is best about daz is that it has some of these automated tools that would be impossible to do outside of programing a fancy algorithim. If however the morph isn't prefect, then yeah, I'll move things over to blender to clean up, but working on morphs that way is a whole other project.