So, I'm fully aware that these lessons are focused on sculpting for the sake of introducing this side of Blender. However, would it not be cleaner to use box modeling and SubSurf for such a simple character's blockout? It just seems to me that using the Skin modifier and Sculpt tools added more work to what looks like a simple bean with appendages. Thanks!
It really comes down to preference for a character like this. You're absolutely right that the simplistic shapes make it a good candidate for traditional polygon modeling. And if your poly workflow is more optimal than sculpting, you should do what's optimal.
For me personally, I haven't poly-modeled a character in years. Ever since I discovered digital sculpting I go straight into sculpt mode for any and all organic characters (followed by retopology if the character is meant to be rigged and animated). It's just a far more intuitive way to shape organic forms for me, whether simple character like Melvin or complex anatomy.
Neither approach is better than the other for a character like this. Once an artist is proficient in both poly modeling and sculpting workflows, it comes down to choice and preference.