I had my doubt too after reading that strange Rhino topic, but in practice, for my needs, Xnurbs is a perfect match.
I don't work in the aeronautic industry, or car industry, the tool I use (Moi / Plasti) doesn't even have any sort of surface analysis (except relying on the shader).
So basically I'm completely illiterate when it comes to surfacing, and I have really little interest into learning it actually. I don't want to spend more that 2 sec of setup time to close a surface while keeping G2 (hell even G1 is fine for me most of the time :P). I ofc understand the underlying surface result might look like heresy for the purist, I personally just don't care, as long as it renders fine, or bake fine (game asset).
I must say I'm the kind of customer Xnurbs dev really don't want to deal with, as they seems over picky about who is using their tools, and want only educated customers that would use it "correctly" :O) ... I'm really happy Plasti manage to incorporate it anyway !
Amazing how a simple whatever volume (moi fbx) imported can be transformed!
And funny how Automotive Exterior makes ghost forms from a white background!
Render then Refine 50 % Prompt : concept car