Thanks for your reply.
Please explain to me what the problem with concavity is. As long as a surface is planar, it will tesselate at render time just as well whether concave or convex, or so I thought. I've never encountered any render artifacts (popping or flickering) with concave polygons.
I'm also not sure why quads are easier to texture.
The downside as I see it is that you are creating much more geometry that on a very complex scene will slow down load/save times and interactivity.
As an example, I am working on an ancient city scene which is surrounded by a turreted wall. One face of the wall, as it was modeled, has hundreds if not thousands of polygons breaking up what is otherwise a single planar surface.
As another example, if you used a boolian difference operation to put a hole through a cube, the faces of the cube with the holes in them are not subdivided (without any further work), but render just fine. To create all the subdivision seems like a lot of extra work.
Thanks again.