Thank you, background-permit, for the reply.
The typical problem that I have writing in a forum for a wide variety of skill levels is not to overload the beginner, and not to tread pro's in a way that bores them with detailed (context) explanations. I'm sure I will never find the perfect balance. Well, going by educational theories, things are more complex, but I digress. In short, never take things that I write as an evaluation of skill levels. Thank you.
Yes, the is a danger to get lost in explorations, but please see it always as a gained knowledge option that might shorten the next project development.
Tutorials with abstract objects are easier, as we are less critical. I assume that you are aware of that, but I write in a forum: A chip's bag is something we have typically in our haptic and visual memory, yet what one can see in an animation is not what the next one receives. The complexity starts to trigger that in others. Simulation algorithms don't have that as a template typically.
You mentioned Gravity, which has a huge influence on things, but since Gravity is expressed with a time component, we can leave the gravity, but use the Attribute> Scene> Simulation>Scene> Time Scale. Which in return doesn't change animation (Keyframe time of the object's Position and Rotation values, but can follow or not based on the Force or Mix Animation settings of the object. In other words, the Animation you have can guide, but doesn't need to force the Simulation progress. This is just an example of art direction that I can't just share like a template. Timing is important, and not universal or generalizable. Nor is that mix, once rendered, changeable in post.
Thanks for the discussion!
Cheers