Daz isn't modelling software. It's just for rendering. Saying you'll get better results modelling a figure in zbrush than Daz is like saying you'll get better results driving to New York if you drive a car instead of a pretzel.
There are a number of toon morphs for their figures but you're stuck using other people's morphs and if you have a specific stylized look you want you're probably not going to be able to get it mixing and matching pre-packaged morphs.
Your best bet is to use the pre-packaged morphs to get your figure as close to what you want as possible then export it (or pipe it to Hexagon if you have that) at base resolution to a modelling program and use that program to further tweak the figure until you get exactly what you want.
For the average user though this is probably a little above their skill grade but hey, you'll never learn it until you start doing it and everybody has to start somewhere.
Just make sure you're not breaking the geometry with whatever software you're using. In 3D Coat use the tweak function in the paint room and not the sculpting room to make your morphs. If you're using Sculptris have the detail slider set to 0 and don't use symmetry. In Hexagon don't use smoothing (subdivision).
Now if you are a skilled modeller either roll your own figure and rig it in Daz or roll your own head and geograph it to the Daz figure of your choice. Geographing seems intimidating at first but it's actually quite easy, just keep in mind the geographed head will only work while you're in the Universal tool.
There are some porn artists who geograph the heads ripped from video game figures onto Genesis bodies so that they have a better anatomy than your typical game model and can easily use Daz figure assets.