It's an old experiment in Houdini, where everything is created by combining the parametricaly created elements, one frequent element is 'bubble' in pic (it starts from modified circle). Then there are interpolations in NurbS blend style between them, projections to mono-wing (also defined by arcs and blends) or these 'bubbles', so on. In Blender world this could be more in Sverchok category (at least I believe). IMHO, not really approach for meeting the deadlines, because in R'n'D style approach one has to take care about hundreds of additional parameters, conditions and such.
Regarding 'mesh cut and blend' approach, while this is possible mission (and btw I did one for Houdini), I wouldn't count that much on them, anywhere. There's immanent problem of highly subdivided mesh, needed to get the cuts smooth enough. For ratio between bounding box and detail, typical for plane or car, that's really, really unpleasant polygon count. While Nurbs easy can go in such challenge, surfaces are meshed just at the end of the day.

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