Hi, Chris!
BTW, thanks for your donation!
I don't know for sure what is happening in your specific case, but you will see significant degradation in the quality of the mesh when you process a sculptie using the proportional multiplier to make a tiny sculpt.
This is a consequence of the limited precision that sculpts provide. There are only 24 bits for each pixel in a sculptmap which means that there are only 8 bits or 255 possible values for X, 255 possible values for Y, and 255 possible values for Z in a sculptie. This is a limitation that is built into the way that LL defines sculpties.
When you make a tiny sculptie by setting the multiplier to 0.1, you are effectively reducing this precision even more. With a proportional multiplier of 0.1, there are only 25 possible values for X, Y, and Z. The resulting rounding errors will severely deform a complex sculptie.
If you create your sculptie within a 25x25x25 grid of evenly spaced points, where each vertex in your sculptie is located on a point in the grid, then you might be able to get more accurate results. It won't be fun working this way, but at least you would have better control over how the tiny sculptie looks.
Note: [VWR-2250] is one proposal for increasing the number of bits per pixel in the sculptmap definition. There are many other ideas about this, but Qarl Linden's famous quote on the subject goes something like "If you need more precision, use more sculpties". So far, LL has been unreceptive.