Phew...
Now that I've had some dinner my brain cells are back to normal function (no snide remarks please 😉 and looking at the Zebra analysis and remembering posts you made in other thread about surface tension I realize what you are doing.
Perfect smoothness is not a requirement for this model as it is 3D powder printed in Alumide, which is fairly coarse.
I don't know how large the model is that is generated in different apps from the .obj but the bounding box of the .stl hat goes to Shapeways is roughly 243 x 131 x 22 mm.
The history behind the design is explained to a degree here. When investigating the design requirements for SLS 3D printing it became clear that a solid tube would not be very attractive and also not economically printable and also, of course that a more complex structure would not be more expensive. Simple holes in a tube also turned out to be ugly so I experimented in Blender with some shapes and forms.
What I arrived at is what we're discussing here. The solid spiral I wanted to be smooth with the grid part more hard edged to look like almost carved out of a solid tube. So don't take it to far with the smoothness. I am less interested in a perfectly smooth model for this piece as I am interested how you approach re-topologizing the mesh to reduce face count.
While I was aware that retopolgy is a very normal workflow e.g. for game models and rendering, I have already learned something that only occurred to me very recently after the posts were you mentioned the surface tension.
It will likely improve the area I was am not too happy with, which is the transition between the gridded tube and the head.
After following many of the T-Spline related threads, including this one I think I fully understand conceptually what you are talking about with CAD accurate T-Splines and how you achieve that.
Indeed this methodology makes T-Splines a much more powerful tool.