Yes, i understand that. But theres no definite answer its like asking how to make good music. Well it cant be answered in a concise and comprehensible way. Theres no right or best answer. Theres no magic if you follow this you will become king kind of solution (granted somebody WILL SELL you book with that title).
First it depends on what you are doing. Are you rigging for games, film or tv. Is the rig a human humanoid angel, horse, robot, house, train or a drop of water (polygons, nurbs metaballs or implicits, 2d or 3d, cartoony or realistic, with muscles, clother or fur, do you have render farm for preprocessing what about rendering or postprocessing)... Term rig does not mean anything other then something used to help animating the model. If you want some work flow in general you'd get this sort of meta discussion where one could mention words like assets, model, skin and yada yada.
All of these discussions would essentially be lies of some kind, because to give definitive answers the question must be definitive. Like i have this rig (download here) and i have this and that problem id like to avoid this and such how would you attack the problem. Then after a while we would gravitate to some short and meaningful solution. Problem here is keeping persons interested in your work for long enough.
So the general work flow for you frm this point on to get a worklow is.
Describe to yourself what you need to do. What do you need. What do you know allready, if so you probably dont know this but you think you do. (I don't know diddly squat, i just know more than some other people so i can know more about what i don't know). How do the tools work, what knd of animation would it need to do. Do i understand maths. etc etc.
Most people would say that you model first then you rig. But see thats a bit of a misunderstanding. Modelling is rigging they are intertwined. How much depends on the modeler and rigger in question. Most people would say you need bones, well yes and no, if you saw monsters versus aliens then the blob does not really benefit much form bones in many aspects.
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The question is, the skinning process, is to do with highres model or the low res ?
Well that is a more definitive question. Id say Yes because i cant say depends.
NO it really depends are the shapes historically dependent. If so bind the one that's more important for the effect.
So for example if you use a smooth mesh animation then yes you can rig the lowers model. Because rigging it is same as rigging the hires one. Makes sens, but then theres this rig that's not highres lowrs dependent so you skin BOTH.