THe MOIs are as tricky as everything else. As you'd assume, they're the inertia for rotation around a CG.
We can get so deep into fighting within the MSFS limitations, that we lose track of the area between easy, and realistic.. trying to avoid outright erroneous.
I use MOIs for in-flight "feel" only (
bigger models feel heavier)... and then try to get control responsiveness to fill in the gaps. If you get a yaw MOI to feel correct during control use.. it's likely to be "off" when representing the "heaviness" of the model in general.. and can really mess up ground-handling. Like, on some larger models; enough yaw MOI to make in-flight turning realistic, could result in ridiculously sluggish ground handling.
When you get in-flight MOIs "feeling" proper.. then you can sneak into the cheat-zone of 'Flight_Tuning', and tweak the pitch/bank/yaw
stability.
It's truly an endless fight, because of the limitaions of a desktop simulator trying to realistically mimmick what
should require a warehouse full of super-computers

You could end up cheating so much that a third party reader of you cfg dile, will think you're a nut

TRy downloading my Bonanza... Load it with two, 200 pound, front-seat passengers (pilot and right-seat).. give it 60% fuel, add 100 pounds to the rear cargo bay.. set trim to neutral (by the indicator), and go fly it. 8-)