Just a couple of other observations… You are using rigidity which could lead to artifacts in a deforming shape like a wing. Bend resistance is generally better, although I think you may have resorted to rigidity because you have a range of edge lengths with some skinny quads on the trailing edge of the wing. Keep in mind that the dynamics is computed per link, so having uniform edge lengths is desirable. Ideally for simulation purposes your quads would all be squares of the same size, (although this would be topologically impossible).
Some other things to try… lower mass on the wings to have more drag effect (with enough drag you will likely not need much damp). The restLengthScale could be less that 1 if you want the start position of the wings to be somewhat stretched and under tension. They would then also fold or wrinkle less if the wings were closed. The substeps does not interpolate transform constraint positions, and I think this is causing a snapping in the animation. Making the substeps 1 in this case can help. Alternately you could drive a simple “bone” mesh with the skeleton(using a simple bind) and then constrain to this mesh. One thus also only requires a single constraint. If you had done a poly combine on the input mesh for the cloth you could also use just a single cloth node to handle both wings( although then you would definitely not want to use the rigidty attribute) .
Duncan