Depends on whether or Not you want to take advantage of the features of unity terrains. With unity terrains you’re stuck with a height map but you get foliage brushes etc. If I were doing caverns I’d build it in chunks in blender then fit them together in unity.
Sculptris is also a very valid choice for terrain, as not only it doesn’t limit you to height alone, but it -also- creates geometry as you sculpt to keep the mesh more or less evenly detailed.
I prefer mesh terrains over Unity’s built in terrain myself. You may have to do some custom shaders to get it looking the way you want, but it’s a lot more flexible and can be better performing.
In some games, I notice that heightmapped terrain tends to have crisper-looking textures thanks to the textures being drawn on a 1:1 ratio, contrasted with models which tend to stretch textures and blur them some. Does this difference in texture drawing exist in Unity-made games too?
If you’re making mesh terrain, you can unwrap it any way you want. So if you get stretching, it’s your fault, unless you’re using world space UV coords to project the texture onto it.