Mis-sized bones from Daz -> Diffeomorphic -> Blender
I am a beginner. When I try to move a 3rd-party Genesis 9 figure in T-pose from Daz to Blender via Diffeomorphic, the arm and hand bones end up the wrong size and position in Blender, and seem to match the size and position of a 'standard' Genesis 9 figure. I've tried fiddling with Daz and Diffeomorphic settings, but I'm at a loss how to correct this after a couple days of searching and trying. Any help or guidance would be appreciated.

Comments
If you're using the morphed option for figures, and/or ERC morphs, then this is as intended. Only the dbz option will bake the bones from daz. However, that is only a visual nuisance and the figures will work fine, as what matters it the bone pivot that's correctly preserved.
Thank you, Padone. I've tried importing using as many different configurations as I can (including Mesh Fitting both Morphed and DBZ File), but the problem persists. I've attached a picture showing the mis-aligned/mis-sized bones, and how the bone distorts the hand when rotated.
That is not possible if you use dbz. It happens if you apply a ERC morph without fitting the armature. You have to enable "ERC as armature" in the global settings, then use "morph armature" in the morphs panel. Or provide exact steps to reproduce the issue.
https://diffeomorphic.blogspot.com/2021/09/morphing-armatures.html
Thank you, Padone. Documenting the solution in case other beginners run into the same issue. On investigation, the problem was neither Blender nor Diffeomorphic. In Daz, the mesh was morphed without any adjustment of the rigging. I saw where others used Adjust Rigging to Shape in similar situations, but in this case it had no effect.
I recreated the character from scratch, changing the sliders for the morph manually rather than by applying the preset 'character'. The wrists and hands adjusted as expected. Moving the figure from Daz to Blender via Diffeomorphic was then trivial.
Root cause: Maybe a bug in Daz or in the preset, maybe beginner user error.