Seems a few beat me to it with some advice, but I will share my findings anyway.
Attached is a collage of renders I did of this scene.
The text can be a bit cryptic, so please let me clarify:
PNT = pixel noise threshold for the AA sampler
vox = number of voxels in millions (M)
vsq = voxel scatter quality
crmq = cloud ray marching quality
Why the larger renders?
Being here for quite a few years many discussions about cloud noise are being guided/led by small crop renders with relatively small clouds compared to screen space and somehow those perceive way more noisy to me as when rendered at higher resolution.
I think with small crop renders we are literally "pixel peeping" at noise, similar to how photography forums are plagued by people judging lens' sharpness or microcontrast by zooming in at 200% or worse.
With larger renders you have more context and more information on how AA samples the gradients in the clouds.
Anyway, that's personal and a bit fact-free to some extent, let's have a look at those test-renders, because facts are facts.
As suggested voxel scattering quality is important. Very important!
I'd say or admit...I didn't know until now that it was that important in relation to performance and visual quality.
As far as I know the max setting of 400 is internally also the hard cap. Voxel scatter quality >400 will be clamped at 400.
Matt may correct me if I'm wrong, but this is what I remember from an alpha release note.
Edit: I was wrong!
But also voxel number can be important and increasing it can even reduce render times!
In a way it could make sense, as voxels are closer to each other and things like voxel shadows are defined in absolute distance in voxels.
Thus, increasing voxel number makes each voxel more similar to its neighbouring voxel and is easier to handle for AA. Something along those lines.
Apparently, with enough voxels and high enough voxel scatter quality the smoothness of the cloud isn't dictated by PNT very much anymore.
Shooting more rays it at, like with AA16 (bottom right) doesn't help much anymore and only increases render times unnecessarily.