Thanks Barret. I didn't realize that IsTrigger still allows interaction with the interaction engine.
Your suggestion does improve the handling, but it introduces a new issue. Since the trigger collider is bigger than the mesh itself, you can grab the object by the trigger collider and have the actual object itself appear floating outside of the hand. This isn't necessarily a major issue, but it would be nice to get around it.
Grasping by wrapping your hand around these smaller objects is still a bit of a hit or miss. A lot of the time the object falls out of the hand fairly quickly when it moves/rotates. For testing I was using two small cubes sizes with different trigger collider to actual collider ratios, where the actual size of each collider was approximately the same as the large cube collider. It seems that the closer the ratio of the trigger collider to the actual collider is to 1:1, the better it handles. Grasping events are also firing multiple times when I wrap my hand around it before it falls out or I drop it.
I also ended up getting my earlier attempt at this functioning, and it seems to handle ok. I think because it's relying on whether fingers are extended or not it doesn't have too many issues when hands are moved around holding an object. It's fairly hacky, but I added another method to InteractionController (I probably should have just made a class that implemented IInternalInteractionController instead) that allows an external caller to grasp any passed in InteractionBehaviour.
As a side note, it's very hard (but doable) for me to get a score > 80 when running the LEAP calibration. I also experience issues with fingers being inaccurate, especially when hands are more than 10 cm away from the sensor. Even though I don't hardly notice any finger inaccuracies when testing with the small blocks with my hand within 10 cm of the sensor, maybe there is still enough inaccuracy for it to think that grasping has ended?
I'll be playing with this a lot over the next week, so if I make any breakthroughs I'll be sure to update it here.
Thanks again for your help!