Not at all, actually the tube, lathe, cone and cylinders all share in common the same basis (revolution surface).
Basically it need to be linear thing, no branching possible (the way the topology is computed stays the same).
I still have improvements in mind for the tube tool though, typically profile customization and twisting.
For example twisting (it’s just an experimentation, I’m not sure I’m going to release it though)
For something like 123D sculpt, it’s based on implicit surface, probably similar to a distance field (just a guess).
It’s something that I’m thinking about, basically I would rely on the voxel remesher for the topology output (exactly like triplanar, although my voxel remesh is too slow for real time editing as it’s mostly meant to remesh polygonal object). The input could indeed be similar to the tube (with branching possible).
But for now nothing is decided.