Yes i think it is generally better, However when you have a small object lets say 0.2 from view and a large object 10000.0 from view and you want to be able to see them both (FrontClip 0.1 and BackClip 10000.0), adjusting the scene scale makes no difference, the near object then would be at 0.02 and the far at 1000.0 (so front clip would have to be 0.01 and backclip 1000.0, the ratio between the 2 is the same.
Normally not a problem except when trying render large objects at long distances in scenes along with small objects at short distances (like in space simulation).
Well, if you're rendering one object very close to the camera and one very far away, you could consider the far away one as being rendered at infinity. So putting it into a Background Node and prescaling the shape so that it looks as of it was far away would not stress the z-buffer precision.
But have been playing around with multipass rendering and i think it will do what i want so i can overcome this

Is there a way to specify larger (24 or 32bit) z-buffers (Just so i can play around with them)
No. Unfortunately not. Well, you could just change the source of the CanvasPeerImplXXX, which you're using, where the z-buffer-depth is set up.
Marvin