The problem with patch mechs is that Q3 engine sometimes ignores the collision check of an entity with the patch mech.
For example, there are a few very common bugs in WolfET, where you can fall through a cylindrical patch, and stay inside it, shooting everyone around, whlist noone from outside will be able to kill you.
These patches also cause a lot of bugbuild situations in Tremulous, and most famous thing is the "invisible" buildings. Which appear even on a simle design of dual-layer patch mech combined with a brush as a second layer. (causes the model to stick to the brush, but the actuall bbox stays on the patchmech).
Moreover, brushes are easier to handle in the sence of hollowing them and just shaping them without being afraid of letting the player inside the volume.
But as Lava mentioned above, the patches' advantage is the higher performace. A 32 sided sphere can cause quite large impact both on the framerate and your compiling times of the map.
As for creating >7 sided sphere, if you open a map file with a text editor, you will notice that the format the brushes are saved is quite easy to reproduce, and writing a simple script to calculate you the trigs for the sphere, and save it in a map file which then you will import will solve the problem.
Edit : And in general, building on patches has always been very buggy.
Edit2 : slight offtopic, but have a look at FATE program at wolfenstein-enemy territory forums.