You set the size of the Hand Pool to the number of different hand model types you are using. So for graphics hands and physics hands, you set the size to 2.
The "categories" are just taken from the GroupName variable. These names can be any string (they can be used to turn pairs of hands on and off from another script.)
If you can see the green gizmo outlines for the hands and fingers in the scene view when playing -- and you have hand in view, then everything should be working fine on the hand side of things. The physics hands should push any other game object that has a rigid body and which is not set so IsKinematic is true.