In the screenshots I think all those have default values.
What is ideal really depends on what type og camera movement and art style you have. If you have photo realistic vegetation then a higher TemporalAACurrentFrameWeight might create flicker. But too low makes fast movement more blurry.
So I think it depends on what you are making. If you are making a fast paced game like an fps then there are some forum posts on how to tweak the CurrentFrameWeight based on camera velocity.