Joker, I'm a lead modeler at a CG studio, we do this every day
although most of our high res stuff is sculpted from scratch in zbrush, but we've dealt with scanned data too. We actually model right on top of the high res geometry and make the new model transparent with visible edges. Resurfacing, retopo, there are many names for this. My point is that it still takes significant work to get results, even for 10-20k game characters and such. And there are no proper automatic tools to replace human intelligence.
The main advantage for getting a real person's scan is that life provides more interesting varieties of shapes and forms and proportions, many of which an average artist wouldn't ever think about, and yet the results are - obviously - realistic. It's also the most reliable way for celebrity likeness, although even there it may bring surprises - a good director of photography and some clever lighting can create a completely false image of an actor sometimes, covering up unpleasant facial features or asymmetries or such
Also, movie directors used to prefer maquettes because they were easier to look at in physical form; but nowadays we're seeing a reverse workflow. For example the costumes in Tron, they were built in the computer on top of each actor's full body scan, then printed in 3D using CNC machinery to create molds for the final pieces. It was faster and cheaper to design and iterate this way
But most scan data, with the exception of super expensive stationary devices, is very noisy and full of holes, so usually you can't even use it for normal maps either. Then there's the issue of resolution, even 1mm is usually not good enough for fine little details and precise forms (for hard surface stuff). Think about it like voxels, anything smaller than the voxel size gets lost or isn't preserved properly.