The method you are using should work. I would need more details to find out why you are having problems with more complex stuff. One problem may be that joints can only be one level deep in a group.
I found out that there is a setting (as seen in the SketchyPhysics Inspector) for "ConnectedCollide" which is disabled by default. This setting must be checked for hinged objects to undergo full collision checking.
Drape would be a different tool. You could technically do it with a bunch of ball joints. But I don't think it would work very well. It would be unstable and slow.
-Next version will have better control of joint start position.
-The physics engine doesn't support non static meshes. Nothing I can really do about that.
-Magnets will be in next release. And yes you can turn on or off and reverse.