When I make mine, There is the elbow, the wrist parented to the elbow, and the hand joint parented to the wrist. Then any twisting joints are usually parented under the elbow as well (Doesn’t matter how many, parent them all under the elbow. You could parent them in a chain but then you have to deal with making sure the multiplied twist works out well, and I find it easier to just use some basic multiplication to get a good fall off.)
Then, to avoid the problems they were talking about, I don’t use orient constraints for that any more. I do a direct connection from the twist attribute (lets assume rotateX) to a multiply node with something like 0.5 as the second input so it’s rotating half as much or how ever much you want for the fall off, when then connects to the forearm twist joint which should have the same LRA orientation as the wrist.
Then I just have the math coming out of the arclen node (through what ever math pipeline you use to get your stretch) driving the scaling of the shoulder and the elbow.
Also, on a note, I will sometimes do something similar for the shoulder where it has at least one twist joint in the center, and then the shoulder it’s self can only rotate in Y,Z and the twist joint does the twist part. (Yes, the IK it’s self will twist on the shoulder, but I set up the skinning skeleton to follow that way.)