For hard surface modeling I wouldn't worry about keeping the faces as quads. I know some people will try to beat it in your head to keep it all quads, but if you have a non-deforming, flat face that is clean as an ngon, on a hard surface model it's fine. The key words are flat and non-deforming.
There is a ZRemesher port for Blender available as a paid plugin, made by the original author of Zbrush's ZRemesher. Free demo version is available and you have a month to evaluate it yourself. As far as I tested it, it's a real deal, working quickly and resulting in a nice topology (for an automated tool).