I'm pretty sure everyone who has ever created an INSTALL rig has bumped up against this. All the rigs share a similar basic philosophy; the user adds the geometry bones and the installation process adds the control bones/constraints/relationships etc. The problem I ran into with the LiteRig is that I had to add a bunch of extra bones just so the install process could automatically place the control bones in the correct positions and add the constraints/relationships without user intervention. I believe anything which adds an "automation" layer to a manual process will complicate the resulting product significantly. I have the same issues as Nancy regarding analysis, customization and modification of INSTALL rigs.
I then tried to create a series of drag-drop modules for different types of bone structures, but that didn't pan out either. Grasshopper in SO was rigged with this approach and even though it was possible to animate him reasonably well, the rig definitely had issues.
That's why I pretty much build every rig from scratch now.
It is difficult to break the process of weighting a complicated area down into a methodical set of steps. When I was planning out my Face Weighting tutorial ( http://www.hash.com/forums/index.php?showtopic=34473 ) I re-rigged the same face mesh 6 or 7 times while keeping notes in order to try to figure out a no-brainer set of steps, but in the end I didn't quite achieve my goal. The user still has to understand a little about the process and philosophy of weighting in order to apply the concepts covered in my tutorial to his/her own models.
What might work better is a simple tutorial with a 100x100 grid. Place a bone at the center CP on the grid and assign the central CP to the bone. Then guide the user through the process of making all the other CPs in the grid move in a fluid way in response to the rotation of the bone. That pretty much gives the user all he/she needs to know.
However, having said that, TSM has a scripting environment and that rig still seems pretty complicated when I try to modify it to suit my own wants/needs....
In the end, it seems the best solution is a series of tuts to teach the user how to build his/her own rigs.
1) basic humanoid rig (with IK/FK arms and legs)
2) hand gizmo
3) foot gizmo
4) face rig
5) squetch components
6) quadruped rig
7) insect rig