To put things another way, Retuner does not come with a full users manual. It comes with a discussion/tutorial of how tuning works generally and we provide a long list of examples of members' favorite uses of the mod.
What the mod does is expose the game's master tuning file to a user interface so that adjustments can be made in-game rather than having to use standalone tuning mods for each set of changes. Object editing for things like autonomy and allowed to use (yes/no per object and type of sim) is easy, but once you get into the editable XML section, there are tens (hundreds?) of thousands of settings available and they are only somewhat organized and not very logically in many cases because that's how the game and its 11 EPs evolved.
Most of us don't know what 80% of those settings really do, we can guess by their names but sometimes it's easy to be misled or get things backwards. Or there might be three edits required to get one effect like set this to No, chance of that to 0, deny sims with this trait or that occult state, and we might not notice all of the associated ones. But it's the same as with creating tuning mods, those who do wouldn't have a magic guide to the game's master tuning file either and end up having to experiment with what sound or look like the right options. :)
In the end, I use both. If I can get/coax Retuner to do what I want then that's great. If it all becomes more complicated than it looked and there is a tuning mod out there that will deliver the desired results, then that's fine too (up to a point).