Most of the Ornatrix operators are procedural and can be layered on top of each other, this wouldn't be possible if each operator affects all the operators in the stack. The way the operator stack work is: Each operator receives hair data, make some modifications to this data and pass the modified data to the next operator. An operator doesn't affect the data stored on other operators, so one operator can't rule them all, bucause it's working with its own data. To answer your question, the scene have several frizz operators to layer different amounts of frizz. Another example if cumpling. If you add 10 clumps, then you can add another clump operator to clump those 10 clumps into 100 clumps.
Please check the documentation for the Animation operator HERE. It stablish that this operator is intended to record or cache the simulation. Though I agree that the name is confusing. It should be called Animation Cache operator. We will change it.
The perfofrmance of Moov Physics will depend on the complexity of the hair and where in the stack you put the operator. Please see THIS tutorial about Moov Physics. It's for Maya but it's the same on Cinema. Let me know if there is something you don't undertand.
I'm not sure if I understand your question about "connecting" the hair to animates biped and quadrupeds. Do you mean transplanting the hair from a static model to the same model but animated? If so, checkout Ground Strands and Baked hair documentations.