>But I don't really understand why you wouldn't just use sub-d objects for these various things that you mention, like hair styling for example.
NURBS surface provides always present UV space, perfect interpolation as well. Generally it's much easier, and faster, to use NURBS for any kind of defining the custom, deformable, 3d cord system.UV as XY, normal as Z, or like. Usually there's built - in constraint to NURBS surface, deforming operator that works in similar way to MOI flow, so on. Getting the same form SUBDs, takes more effort, means much slower computation time. For example, Softimage applies SUBD interpolation, always as last operator, after computation of collisions or distance queries - so it's more a display/ rendering feature, not something to use for interaction. But NURBS is taken fully interpolated, all the time.
There's traditional "Maya ribbon spine" rigging setup which utilizes NURBS surface:
http://www.creativecrash.com/maya/tutorials/character/c/ribbon-spine-rig
Here is one small hair styling system created by me:
http://area.autodesk.com/tutorials/mars_police_hair_and_render_breakdown. Here, polygons were used only as hulls for tweaking, only because Softimage has much better tool set for polygon tweaking.
Yes, almost all setups of this kind, utilizes single, open NURBS surface, or bunch of them. So built in tool set is more than enough.
Anyway, I bought MOI for modeling, as I noticed that with polygons, about half of modeling time (or much more) goes onto preparing the geometry for adding the details.
There is also individual approach, how someone visualizes the forms. Having a zero experience with CAD modeling, I'd visualize, for example, bottle as modified cylinder, house as bunch of boxes. Not as revolution along axis or extruded plan. But that's just me :).