Oh man, this is deep... the whole subject could fill at least one book. I am not familiar with the Dr. Groove, but here are some generic guidelines:
1. Drummers can "only" play 4 hits at a time (foot hat, kick and anything else that you play with drumsticks), so anything more will be going into "sequenced/drum machine" territory... not necessarily a bad thing... it just depends whether you want it to sound musical/human-like or really fake a drummer (not easy by any means).
2. Quantization. In short... don't. If you're playing the part from the keyboard, play the basic parts (maybe the kick/snare/hats if possible) and see how it feels. This is my preferred method as you automatically give it a certain rhythmic feel. If your timing isn't that great then instead of using digid quantization use something like "iterative" or "percent" quantize. Most sequencers offer this, and it can tidy things up w/o overquantizing things. If you're programming the part then have the hits a bit off the grid. What you want to do is emulate the tendency of "pulling" or "pushing" that we humans have. We never play anything exactly on the grid. Instead, you want to create a groove.
3. Velocity. Obviously if everything is played at the same velocity it's not going to sound "human". Again, sequencing the part live from the keyboard gives better results, but if you're programming, then make sure you have rhythmic accents and such. Please note that some sequencers offer a randomize function for velocity. This is rarely useful for creating a certain feel. Instead take the time and create the rhythmic pattern. This is tedious work, but results are worth it.
4. Timbral control. This goes hand in hand with #3. How you do this depends on your source sounds. This can involve multisamples, you use different samples at different velocities. Many professionally sampled drumkits use this. Another way is controlling filter cutoff with velocity. If you want to get fancy, then throw envelope controll in there as well. Probably you'll want to use a combination of all three.
5. Forget all of the above, stop apologizing for using electronic/sampled/sequenced drums, and be blatant about it. Cool things you can do electronically that no human drummer can do: a) "machine gun effect", some dread this, but depending on the style of the music and if used sparingly is quite effective, b) complex grooves using too many notes. c) funky filter sweeps and other ways of torturing the drums (distortion, ring modulation, whatever... ok this can be done with real drumkits too, but you have more flexibility with the electronic stuff), d) have the tuning of the drums follow the keys of the music... I was listening to a Lords of Acid song (don't remember the title right now), but they used this effect when going to the chorus where the tuning of the kick drum goes up to the new key... it sounded very dramatic. e) by extention of "d)" play melodies with the drum sounds
For more specific ideas on dealing with sampled drumloops, ReCycling, ghost notes and such PM me.