They actually held a contest with at least four different categories (single map, short mod, long mod, props and maybe something else), but participation was very light. One of the HBS designers also held live "modding Q/A" webinars, but there were maybe 10 people in them total. They also had some 'modding workshops' in a few cons back in 2013, but I never heard about the outcome (I can guess, though: :tumbleweed:). Oh yeah, they also had a series of let's plays / critiques (~30 min to 1 hour each) of quite a few mods. Of course nobody knows about any of this since the HBS PR machine is nonexistent.
edit: there's also a wiki that's actually semi-regularly updated by the developers. I guess this is what passes for 'documentation', though it's not dissimilar to the bethesda creation wiki in concept --
http://shadowrun-returns.wikispaces.com
FWIW, as someone who's been interested in content creation since the MUD building days, the most important thing is to make sure that you're not wasting too much of the builder's time. Let's say I have an idea and know how it would look in the game. If I'm spending more than 20% of my 'modding' time fiddling with obnoxious shit like having to memorize eleventy billion object names just to make a single room that doesn't look like crap or - worse yet - fine tuning stuff that should work out of the box (hi FNV/skyrim navmeshes!), I'll think of a better use of my time instead. The SRR editor's main flaw in this area is the lack of persistence (as pointed out a few hundred times in these threads), and I don't think it'll get any better with the new release. Actually putting a map together, dropping some enemies on it and making it playable is far easier than doing the same thing in DivOS... even though DivOS has all those fancy features with automated terrain creation, making stairs/houses painlessly, etc.
(aside: I consider the City of Heroes Mission Architect
far superior to the Neverwinter Foundry, even though the latter has waaaay more features -- including major stuff like dialog trees and the ability to hand-place every single mob/item on the map. Going from a concept to a finished 'mod' in the MA took maybe a week, and if you worked with the limitations of the toolset, you could still create some awesome stuff. Doing decent content in NW Foundry, in contrast, takes at least a month of work with the same intensity. Yeah, sorry, I'm not a college kid with an infinite amount of free time anymore.)