In DAZ Studio, bone rotations must stay within certain limits, in order not to create impossible poses. These limits could not be used in Blender when characters were imported with the old (Blender Legacy) bone orientations, because there was no straightforward relation between the bone orientations in DAZ Studio and Blender. Therefore, only very basic limits were imposed to prevent the rig from breaking: bone locations were locked (except for face bones), and X and Z rotations were locked for bones whose names end with "Twist".
In the new (DAZ Studio) orientation, bone orientations are the same in Blender and DAZ Studio, except that some axes have been interchanged in order to make Y the twist axis and X the primary bend axis. We can therefore use the locks and limits that are stored in the duf files, provided that the axes are interchanged in the same way. This is implemented in the latest commits.