Nah, it is not like that. You can define the level of tesselation you want, and it does not mess up anything at all.
You can retopologise if you want in maya too.....Which is doubling the work.
And you can use VRED or Keyshot, which is what i use, which will treat any nurbs geometry very very well, for rendering.
I would never render anything in NURBS in MAYA, no way. The cars you see in comercials are rendered in polygons, and most houses retopologise the nurbs data from manufacturers into polygons, with maya brilliant tools. That s the usual workflow, they dont render from nurbs, if using maya. Been there done that.
That 3 key you are talking about, which is a non-persistent mesh smooth, has nothing to do with it looking good or not. Actually i never use subdivision surfaces when modeling in polys. what makes them look good or not are the NORMALS. Say, if you imported something into maya tesselated from alias, you dont apply subdivision in maya at all. That is a no way. Instead you should achieve the level of desired tesselation in alias itself. I assure you it gives you insane dense meshes, so you need to strike a balance there. Use the option VISUALIZATION, in case you tesselate from alias, which yealds better results for rendering purposes. Like I said, and personally, the best workflow for rendering alias stuff is just to use one of the 2 render softwares i mentioned. Very fast workflow with no hassle and excellent output.
Hope that helped.