Of course scoring is all over the place for different machines... but in recent years, Stern has been fairly consistent about it. Modes or hurryups score a few million per shot and a few tens of millions total, a good multiball is also a few tens, the replay score is also a few tens or low hundreds, a billion total is a big accomplishment, and wizard modes score half a billion to a billion or so. This has been around the same ballpark since about Game of Thrones and maybe back to AC/DC or so. (Godzilla might be getting on the borderline of pushing the numbers a bit too far again.)
Star Wars and TMNT are the two big outliers. SW of course because of the multiplier; the base scores are scaled down to like 1M per shot or jackpot, but that scales up to 20-40M with the multiplier. Then TMNT from the same rules programmer kept the low bases but doesn't have any big multipliers. It really shouldn't make a difference but it does, the scoring in TMNT really could have used another digit and it wouldn't feel so psychologically punishing. TMNT got where it is in part because of Munsters between it and SW, which splits the difference; Munsters also has low base values but a lot of multipliers, and TMNT inherited the former but not the latter.
The multiplier in Star Wars isn't luck. You feel like you want to leave it in place most of the time, and if you happen to get a multiplied shot, great... but that's not how to blow it up on the high end. You want to zip that multiplier around to each and every lit shot, every time. It takes quite a bit of physical coordination and practice that's outside the usual set of pinball skills.
The one biggest thing to plan ahead with the multiplier in SW: Every time a multiball ends, get the multiplier to the center loop shot as fast as you can if at all possible. Video Mode is very likely going to be lit there after the multiball was banging on the Force targets, and if you don't get that X in place right away, you know the ball is going to wander in there accidentally.