I can tell you there is huge diference in MoIs for diferent shaped objects and it makes a very noticeable diference, if you don't beleve me take a pencil, hold it by one end and spin it along it's length, then grab it from it's center and spin it perpendicular to it's length.
in the game we don't try to rotate a mass along a ridgid length (like a weight taped to a ruler) we are rotateing ridged bodies a herc's MoI is going to be radicaly diferent to a Valc's. when you rotate an object you are aplying a torqe, and the object is applying back, it comes down to this the sum of the mass of all the atom's of the object * there distance from the axis of rotation squared. if we were to represent all the objects in game as point masses, then there MoIs' would all be 0, because it's mass*r^2 were r is the distance of the point from the CoM wich because it's just a single point is 0 wich would mean the slightest feather's touch anywere on the object would instantly cause the object to start rotateing that way. from the site you yourself pointed to
http://www.saburchill.com/physics/chapters/0024.html"and the moment of inertia of any body can be found by adding together the moments of inertia of all its component particles."
I am integrateing the MoI's across a polyhreia volume.
"M. of I. of a uniform rod of length l* I = (ml²)/3
M. of I. of a disc or cylinder** I = (mr²)/2
M. of I. of a hollow cylinder or ring I = mr²
M. of I. of a sphere** I = 2(mr²)/5"
notice how extreamly diferent all of these are.
and this is just for finding MoI for a single axis of rotation, what we need is a MoI tensor that will allow us MoI for an arbitrary axis of rotation.
now after all of this there is a simple way to aproximate MoI, you make a 3d grid and determine if the points in that grid are inside or outside the object, you add all the MoI calculations up from the points inside, divide them by the number of points inside, and bam! done.
if your looking for something to do, I'll give you detailed explaination on what all 9 elements of the MoI tensor are about (even though FS's implementation I'm still not completely sure about)