DJDD wrote:
I suppose my immediate concern is that I don't want to walk this path if it doesn't meet my requirements.
I must say, having looked at images of Dungeon Keeper I wasn't quite sure why you wanted to use PolyVox. These are the situations in which I see PolyVox being useful:
1) If you want advanced terrain with caves/overhangs and full destruction. You said you were using the normal surface extractor (not the cubic one) which implies this is what you are aiming for... but I doesn't really see any terrain in the Dungeon Keeper screenshots.
2) You want want a world built out of blocks, something like Minecraft. Looking at this image I can imagine you could do something similar with PolyVox:

However, you could also model that more easily in a program such as 3DS Max or Blender. If those walls were built of cubes then PolyVox could give you the flexibility to have them modified during the game but is that something you need? You would also find it hard to do the slightly curved edges with PolyVox.
3) PolyVox could be useful if you had a world like the screenshot above and wanted to generate it procedurally. But equally you could build a set of tiles in 3DS Max and join them together in differnt patterns in code.
Being Open Source software I don't have to sell you anything, so I can be honest and say that you shouldn't used PolyVox unless you need it. But with more information about what you are trying to achieve in graphics/gameplay we can give more help.