No I don't think you do. AI and algorithms have been used for world generation for a long time now, and they've only improved. No one is creating entire hand painted open worlds from scratch this was true 10 years ago, and its true today. Recently its been used for 3D models, which is a good thing because you eliminate alot the dirty work, and have your more essential and talented artists complete it.
You create a base using primitive objects, then you sculpt it to a high poly model, Then you retopoligize, create UVs, bake normal maps, and paint the texture.
AI eliminates the first part as it capable of creating viable bases for sculpting, that leaves us with sculpting and painting. Everything else is easy. And I'd argue if you had the right materials to choose from, painting is easy, which I'd imagine they do. You can decimate triangles automatically using tools for ANY 3d model that isn't organic AND gonna be animated. This eliminates the need to optimize the vast majority of models by hand.
I spent 3 years in school learning visual arts with a heavy emphasis on computer graphics. There I learned to use Maya, Photoshop, illustrator to create content and put together projects using unreal 3, unity 3/4, throughout those years I exceeded expectations with 3d art and 3d environments. So your 'position with generalities about workflow efficiency' doesn't mean anything to me. I understand youre just itching to tell everyone "I told you so", but this aint it