Wrap does what you want in principle...the only difference from your case is that you have to set up point pairs manually yourself.I think the point pairs are stored on the surface of the mesh, not in world space. So if you had an initial wrapping setup and needed to adjust the high polys shape and position, the point…
in maya a blendshape just copies transform for each vertex ID, i dont think there is more to it than that recently there was a thread about retopology tools, and one i think called Wrap IIRC is shown, that conforms an existing base mesh to another model and you can designate matching vertices manually. Might check for that…