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.