Personally, I'd prefer to see small (but detailed) tutorials on these and other obscure topics rather than a really long tutorial on anything and everything related to interior modding...I think the wiki does a fine job of teaching the basics...On the other hand, detailed information on more obscure fields is sometimes lacking...I, personally, hate having to browse through 'book length' tutorials to find that one piece of information I'm looking for...If you're catering to complete newbies, you have to consider attention span. How many people would really sit down and follow a 30 page tutorial step by step?
Different people at different levels require different approaches. Someone who is just opening the CS for the first time, who has never done anything more complex than hitting the 'Start' button on a game menu, is in a different position than an experienced modder, who is more likely to find terse, bullet-point style tutorials more efficient. Both types of tutorials are required. They are not mutually exclusive.
The wiki is an excellent means of sharing terse tutorials because of the format, but it is much harder to use as a textbook because it takes an inherently meandering approach instead of a linear one. Obviously you can learn how to use the CS from the wiki. I've done it myself. The tutorials are quite satisfactory in their own way. But that doesn't mean they can't be improved upon. Just as Oblivion, while excellent in itself, can be improved upon. You can think of the objective of creating a new tutorial as a sort of overhaul of the existing documentation.
As far as attention span goes I would argue that there
are people who would work their way through such a tutorial. Maybe not all at once, but over a period of time. I've read over a dozen technical books about programming, web design, etc., in precisely this fashion. I have always found the books to be a more reliable way to learn than the online tutorials, which I also used, but always found lacking. In any case, people with a short attention span aren't likely to last long as modders once they realize the amount of work involved in creating a good mod. I prefer to aim at a best case scenario.
Mention of the "step by step" style of tutorial reminds me that one of the main things lacking in many of the existing ones is the "why"...
This is probably the primary need addressed by a new tutorial. That's the 'fluff' that gets cut out of bullet-point tutorials, the stuff that's assumed by the author. That isn't a bad thing: the tutorial has to be addressed to some sort of audience. But it can be a hurdle for new people.
...why not structure it as a step-by-step guide, aimed at the people who are creating their very first mod, or who have little experience with modding Oblivion, to creating a full mod from the ground up?...I think modeling, texturing, and animation could be included in such a tutorial as sort of "extra credit"...These need to be extra, though, and not part of the mandatory part of a tutorial because not everyone has the skills (or even wants to develop them) to work with the tools necessary to create textures, models, and animations.
I had planned on using successively more complex mods. First a simple 'hello, world' mod, then a more complex mod, etc. Process is as important to understand as any other element. As to modeling, texturing, and animation, these would be included as separate sections, with their own mods. A complete tutorial on creating an asset would include how to set it up in the CS and make a mod out of it.
Thanks again to everyone who provided feedback. I look forward to your additional insights.