Starting to shape up quite nicely now.
I have to say though that you've really got to work on your production speed as I think you're getting trapped in the
exercise of the technique rather than actually producing the assets you need to be doing, the longer you take to make something the more delays it introduces into the development chain of the entire project, level designers waiting for assets and such like. I think I said at the time when you started using this shrink-map process that you'd have to weigh up the time it takes vs the output you create, granted we've got Real Life
TM to work around but you've got to increase your output whilst keep the quality in place, certainly if you're wanting to work on third party projects.
[edit]
this is what I'm working on atm, an animation test for Frenzoo - a bunny doing a zombie/monster walk... they've got 'object' based animation implimented so I was testing to see if you could combine both Armature and Object animations together; atm it looks like some code tweaks to Frenzoo are needed because the file exports what looks like the right type of data but it doesn't do anything.