Well instead of kH nodes, I would start with something more generic. Let's say, for modeling part, try to figure out how exactly works the standard XSI 'Deform by surface' operator. For ICE part.. I would play with factory particle/strand examples, and nodes that you can find under 'particle>modifiers' and 'surface>interaction'.
For kH stuff, I have to admit that styling approach is more 'indirect' (sliders, geometry queries, parameters, function curves...), than 'direct' modeling. By taking
this article as an guideline - only creation of 'primary shape' belong to 'direct' modeling, 'secondary shape' is somewhere in between, 'tertiary shape' is completely indirect, procedural approach. Also I've tried to avoid a 'classic', curves/guides modeling, as much as I can.
Both because, for a long time that hair systems are available for public, I didn't sow so much good results ('so much' is a nice word), of using *only* 'direct' curves/guides modeling, especially for long hairs.
Anyway, it's not big deal to utilize this
nice addon, to create curves from strands, somewhere after 'primary shape', then to use created curves for additional modeling. That needs a few more steps in creation, but I think it's still enough convenient. Possibly I'll add this as an option, in a near future.
Cheers