yeah , my big problem with mudbox is the handling polygons and the fact that simmetry usually gets fudged , and local subdivision is shit- I hope they really improve.
poopipe has the right idea. You could also try enabling face constraints or using local/gimbal gizmo modes when extruding to follow the mesh normals better.
Working on some more complex/interesting Fixtures Blueprints, first up from this set is a Projector-based light with a local transform control locked to one axis (for tilting the head):
What do you mean by "not global anymore"? I haven't use soulburn script myself, but from what you mention seems like the script changing the coodsys to local?
Looks interesting, but nothing in the reveal really screamed EverQuest to me. Would have liked to see some familiar locales or some combat that didn't look like an action rpg.