Thanks for the feedback.
Regarding the fingers and forearm - this character does not use individual finger bones, or forearm twist bones. The fingers on the latest version of the character are in a neutral pose. Adding these bones would push the character over the 60 bone limit since it also uses quite a few facial bones.
I could alleviate this by making the head a separate model, but then the character would require two draw calls to render instead of one. It would also require re-skinning the characters individual fingers and forearms. Ultimately it will be TGC's decision.
I agree the initial pose on the ladder dismount requires gymnast-level flexibility. It was the easiest way to make the ladder climbing sequence modular and re-usable without requiring an unwieldy amount of transition animations. But this pose only lasts 5 frames, or less than two-tenths of a second. In action it's not too objectionable.
The character's high inseam was a result of me playing around with his proportions, I thought he was starting to look a little small and dumpy so a made his legs a bit longer and head a bit smaller. I guess I went too far, but I can easily change it back.
But, there's ALWAYS room to improve things, and I suspect when Reloaded gets into AI and physics programming, a lot of adjustments and even new animations will be needed.
SPECS: Intel Corei7 3770k, Nvidia GTX680, 16GB RAM, Win7 Pro