FFB is translated to your device by a ConstantForce parameter within DirectX.
ConstantForce has a range of -10000 to 10000, hence those are the values for which your wheel will provide the maximum possible torque it can provide. The FF in game should be set so that you only hit ±10000 in the most extreme circumstances (crashes etc), because otherwise all you're doing is clipping the force - at 94 you're definitely just getting ±10000 the whole time, there's no variation, it's just a rotation resistance.
iRacing's FFB slider I've always thought to be a mistake, it should top out at about ±15. The clipping point varies per car; the Solstice has power steering for example and a value of 9-13 should give the most detailed feel. On the other end of the scale, the Indycar clips very early on the range at 2. Most cars start to clip in the 5-9 range, so you're better off keeping your values in that sort of ballpark.
You may argue that it feels weak in that situation, but if you scale it correctly, you should still get pretty meaty FF when you're loading the car up. When it's just clipping you lose that sense of weight transfer and it will be harming your driving.
Much in the same way as switching from 240 to 900 degrees feels strange and difficult to get used to at first, so will this, but equally, it will pay off in the end.