There is absolutely no way to predict ahead of time, or even from knowledge of the inner workings of TG, how a particular seed will actually look when rendered through a given noise function and/or other shader (e.g. cloud shader vs. surface layer). So the only possible way to know what a particular seed value does would be to test it. If you really want to know what every single seed value does, do an animation on that parameter, ensuring that you have 1 frame for each noise seed value in your range, i.e. if you wanted to test from 1000 to 2000, you would need a total of 1001 frames. But importantly, this would *only* tell you what each seed value did *for that particular combination of shader settings*.
As for your feeling that one particular seed may make "good looking clouds" and another may not, as Jo said this is not really an absolute nor a particularly useful statement because you are only observing the output of that seed in that particular noise function and only at one particular place. If you saw the clouds from a different location you might think they don't look very good when the same noise seed produces output that you like elsewhere (e.g. nearer the 0,0 coordinate origin and default camera position). Not to mention that that same seed value could look totally different if the shader it's attached to (e.g. cloud shader) has different settings (density, edge sharpness, etc.).
- Oshyan