I just need to clarify it for myself and appreciate any help and explanation. Each topology seems OK, but may be quad based is somehow better? It certainly looks better to me. (see topology_question.jpg)
I would also consider this being generous with poly count because this is a shape that can be smoothed with surface subdivision so there is probably no real need to have it very dense.
If I buy a model I am certainly not looking for complicated topology as in the examples, but I want to be able to edit it quickly(I don't want to do anything with it ideally, but I like to see the possibility, if I ever need to edit it) meaning I want loop and ring selection and manipulation tools to work. This way I can select edge rings, checker deselect every other one and multi select loops and dissolve them if I want lower resolution, or just to use Subsurf modifier to make it smoother. It's also easier to modify shapes and forms this way and create/recreate some specific UV maps if I happen to need something different than what comes with the model.