IMHO, being able to use GH in any capacity is a huge advantage. All I do with Rhino and GH is create things primarily for 3D printing and shop use. Not into sophisticated surfaces, etc. Just average guy stuff. Here is an example:
The “hammered” look is NOT created using any voronoi. IIRC, when I wrote the GH file, I offset the surface, then populated it with points, created random sized spheres within a range and then subtracted to get the hammered look.
All of it was basically created using GH. I have a definition that allows me to work with the basic shape quickly and easily exploring forms. Sure, this can be revolved in plain Rhino. But it is nowhere near as dynamic.
BTW, for all you fans of AI. . . . the picture is a real vase that actually exists, the background to the picture is not real, it is AI generated.
I many be wrong about this, but it seems to me that all voronoi cells typically have a maximum of 5 sides? The technique I described above has shown as many as six sides, there could be more, not sure of that either, and I don’t much care.
The best advice I have is to start out with some smaller projects. One of the issues I had, and still have is knowledge of all the components and what they do. Finally figured out that I only need to know about the ones that I typically use and if I come across a challenge it is time to do some research on line.
A really good resource that I use is CoPilot (MicroSoft Edge AI). I can ask it things like:
“describe a grasshopper routine that will allow a user to control 4 points to create a smooth flowing curve” and it will produce a step by step procedure that includes components to use, where they are located and what they do.
A side note, sort of not related, but kind of is. There are times I would like to smooth portions of things I have created, especially organic items. Started using Nomad Sculpt. Inexpensive, they now have a desktop version, and it does not require an advanced degree to use. Point here is, using ALL the tools available really improves quality of work.