I think the SDK/Lua mod might be a better home to such a discussion, or even the tutorials one.
I'd say SDK/Lua would be the right place. The reason is, we're not talking about adding an entirely intact component (which should therefore go in Mod Components); we're talking about pulling a small bit of logic out of a larger mod to effectively create a component we can use in our own mods. It's more like the following:
Q: "Spatz had nuke interception in his mod. How do you do that?"
A: "Make a RunCombatSim event that kills the attacking unit; it'll destroy the nuke before it explodes. Do a simple probability draw to decide whether the interception happens. Only downside is that it's not easy to determine which civ was the intended target."
That right there would be enough information that if someone who knew Lua programming saw it, they could make their own nuke interception logic, as long as they were familiar with the strengths and weaknesses of RunCombatSim. They wouldn't need to worry about all of the other issues I've addressed in my own nuke interception code like minimum and maximum percentages. It's not quite as universally useful as the stuff in the references/tutorial section, since most people would probably be perfectly happy if it was just integrated into VEM or something. So you'd get lots of little things like:
> What to change in TechButtonInclude to make it so that it uses the icon for an Improvement at techs where the improvement's yields increase, instead of that generic starburst
> How to change CityView to not show certain types of buildings (the zero-cost NoLimit ones some mods use to apply various bonuses/penalties)
> How to make buildings that subtract Happiness
That sort of thing. It'd be less about a step-by-step tutorial and more a "tricks of the trade" sharing location.