My avatar is one of my models I’ve been working on faaaaar too long. He has the standard big guy hero proportions, you know, the handsome square jaw big chin look, infact, just like me ;). Pixar and myself are not being too original here, but I imagine we have both chosen that stereotypical look for ‘spoof’ reasons.
With regard to your hair questions:
You seem to be figuring stuff out for yourself, it’s often the best way to learn, just mucking about with the settings.
Your right about stiffness and it’s correlation to the number of CPs. I would use no more than 3 CPs for the type of hairstyle you’ve indicated, it’s much easier to handle than say four, which is unnecessary in order to produce good hair shapes.
The stiffness value is all about dynamics and how it will move come the animation stage. If you don’t intend to move your character, turn dynamics off.
So, I would suggest you use the brush tool to quickly form your hairstyle and use the ‘FK’ grooming button to control errant hairs. Do all of this with a 40 to 60% hair stiffness, and make sure you have about a seconds worth of preroll. You’ll notice there are various realtime settings you can use to achieve a better, less cluttered view of your hair while grooming. Changing the ‘density factor’ down to about 10% while keeping it in shaded mode is a nice responsive setting that I like to use.
Then test the hair motion out in an action. Change stiffness and angle limit values until you feel happy with the way the hair responds to movement. Only when you arrive at this point should you spend time individually grooming your hair strands.
Not sure why the decal is not colouring the whole of the hair shaft. I prefer to use ‘material’ hair emitters to colour the hair. I find it easier to achieve more variation in colour and other attributes this way. But if you want smooth transistions between different colours and tones in the same hairstyle, like stripes, decals are the best choice for that.