I think a good addition of any tutorial would be a couple of cloth setting groups for certain basic materials such as Satin, Leather, Cotton and so on. Not only would this give users a starting point it might help them understand the how such settings may impact the result, for example comparing the cloth density for cotton when compared with leather.
Um, except that dynamics don't work that way.
Exactly the same settings perform _totally_ differently on different clothing. Clothing topology and shape matter as much as posing. You should no more change the dynamic settings on someone else's clothing than you should re-rig conforming clothes. It's cool if you know what you're doing and you make dynamic clothes yourself, but otherwise you're probably going to create problems for yourself. I know when I put out settings I've done dozens of tests in with different settings, and then tested my chosen settings in different poses. Change those settings, and you might run into major errors that I've already observed and tried to account for.
In my experience, if you want realistic results out of dynamic clothes rather than the shapeless look, you have to build your clothes to work like they should. Not only is a lot of fabric directional, but a lot of clothes are sewn to allow draping and folding in specific directions. A skirt with perfectly uniform topology will not sim _at all_ the same as a skirt with a higher radial density. You won't even get the same performance out of a circular/A-line skirt that loads in a draped position as you will exactly the same skirt if it's loaded in a circle around the hem at the waist and draped in the sim. The former will sim more like a cylinder. Though the latter will take longer, it will sim more correctly for skirt sewn like that (more folds from draping).
So while you can talk about in _general_ about the differences among satin, leather, and cotton, you really need to start with settings inherent to the item of clothing. For instance, IIRC, "density" isn't computed by the size of the cloth, but how many polygons the cloth has. If two items have different polygon densities but the same size and dynamic density setting, the one with more polygons will behave as if it's heavier (AFAIK, it's been a bit since I tested this). You can't use a single dynamic density setting to be "leather" weight when it's not the same weight on different props.
In my experience, what using dynamic clothes really takes is understanding simulations in general. For instance, the big thing to understand is that the default is 30 frames per second. So when you want a simulation to only take 10 or 12 frames, that's a fraction of second. Which isn't a big deal for a figure to make a slight move, but is wicked fast to move from standing to lying down on the floor or moving across the room. And unless you give it time to settle, the cloth will respond just like cloth should to sudden movements.
Which gets to the other core aspect of dynamics in Poser. You are simulating your clothes going from state A on frame 1 to state B on frame n (final frame, whatever it is) as if the clothes are not changing, even if the figure is. You have to consider what that means, and think about how the figure will get from state A to B, and how the clothes will respond.
For instance, you not only need the clothes to be able to fit on the figure when posed in the final frame, the figure can't just tear through the clothes on the way to state B. Sometimes I'll do a sim and find I have to move an arm or a leg half way through because a straight interpolation from the original (usually default) pose has the figure putting a hand or a foot through their clothes. Also, as GadgetGirl mentioned, you want your first frame to give you the difference you want. I still remember the time I couldn't figure out why my clothes were _exploding_ until I realized that my first frame was at default location as well as pose, and my final location was 100+ meters away. The clothes were ripping off my figure as she zoomed across the scene. Proving that while superheroes may _look_ as if they're wearing spandex, it must actually be some sort of special space-age fabric.
On the other hand, controlling the initial state can help you a lot. If shoulder straps are supposed to stay because they're supposed to be taut, until clothing has a stretch or tension feature (which it should, but doesn't), you can make things fit more tightly by scaling down in the first frame and letting the figure go to full size in the last frame. Even if the prop is parented, it will stay at the smaller initial size and stretch to fit. Conversely, if you know you're going for a character that's so much larger than the default in certain areas, and the clothes are stretching too much, you can just scale up in the first frame.
I pretty much took to dynamic clothes as soon as I tried them. I followed one tutorial, and that was it. But I came to it understanding animation and keyframes from Adobe Flash (now Animate). Well, and I'm a person who visualizes a lot. So I had no problem thinking of the subject of my image as doing something before the still, and about how to fake getting there. I think what's hard for a lot of people is partly that Poser's interface forces them to switch from a still to an animation even if they're rendering a still (it would be a lot more popular if you had an option to just pose and sim to fit the pose). That's something you can address generally.
But I think the other aspect is that the problems people encounter are as specific and varied as clothes and scenes. Telling someone how to sim a skirt of someone dancing won't help them if what they want is the skirt spread around the figure (not tucked around her legs) while she's kneeling on the floor. One of the first or second things I tried with dynamics involved using magnets to change the initial state of some clothing by LLF that I'd converted to dynamic. I figured out how to get the effect I wanted, coming naturally to the how sims worked in terms of initial states. I think a lot of people have a vision of what they want, follow generic instructions that work for a standing there pose that doesn't interact with anything but the figure and maybe the floor, and then have things go wrong with their particular pose and scene and don't know why.