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Making it translational probably gives you a fair bit more control over the animations though as well. Some kind of system in place to set up a skeleton for different sized animations or a way to optionally check whether it's rotational only or translational as well would be nice.
With that said though, I'm pretty much still a novice at Source 2. The occasional messing about I've done is probably only worth a month or so worth of work which pales in comparison to the decade or so I messed around with Source 1. I'm unsure what systems or secrets are in the engine. There may be skeletal tools I'm just not familiar with yet, but we'll see.
Sorry for the long paragraph. I blame OCD.
But glad to see you're still working on this.