well..hopefully some of the mods for FO3 can be applied to NV, there are some very well done Animation replacers for FO3...so with time..maybe with time...
Not going to happen as every anim replacer created was nothing more then the FO3 base anim imported slightly altered and exported, this can be recreated again just as easily as it was the first time as it takes nothing to import move some bones and export again.
The throwing knives aren't a new stance. The spear is also not a new stance. Nor are the special attacks for the melee weapons.
Had to Blend the animations I had zero choice as there are no empty Animation Sets I would have loved for a more dynamic Animations assignment system to be in place that allowed me to create the entire animation set for all of those weapons but FO3 just is not set up in that manner, for ECM this was an absolute requirement as all that is is a system for secondary attacking like a few melee attacks with projectile weapons which kinda requires everything to match up as best as possible.
The creature animations are obviously new and unique, but they also aren't using weapons.
Actually

I animated in the Ferals using a 2HL weapon for both the Standing and the Crawlers I added, also the slimes use a 2HL weapon.

I'm not saying this to denigrate SaidenStorm's work, because it's very cool, but making new equip and attack animations is not as labor intensive as making a whole new stance. As I wrote before, the minimum number of animations for a new stance accounting for basic idles and move (left/right/forward/back 1st/3rd upright/3rd crouched) is 38. Most sets have 81+ animations.
You forgot Swimming and Jumping

, but seriously I would actually like to know if there are more then the 12 Base Animation Sets (MT, H2H, 1HM, 2HM, 1HP, 2HR, 2HA, 2HH, 2HL, 1GT, 1MD, 1LM) this time around or if you guys designed a system more in tune with what I would have preferred where you are allowed to create your own Animation Sets and assign them on a per weapon/per actor basis in this way allowing an unlimited number of uniquely animated weapons to be created, basically a modding dream for me in a Beth/Obsid Game of this nature.
I am not one to shy away from hard or labor intensive work -> as animating from scratch tends to be <- I have created in the range of 2-3 thousand anims for FO3 alone count in my time with Oblivion and I can easily break 5K unique animations for these 2 games alone along with a few not so unique animations and a bit of work done for other games.

Also did you guys use a new Player Biped or re-use the FO3 one ? as it did do its job just fine, and I of course already have a fully rigged version of both the 1st and 3rd person rigs for FO3.

, save me some time as all I would have to do is Pose Match to the new Aim anims and I can continue Modding some of the stuff I never quite got to finish for FO3.
EDIT: Actually one more thing did you guys fix the Automatic Weapons bugs namely -> if you set up an auto weapon without any ammo entry its Rate of Fire goes insane off the charts high, and auto weapons always skip firing their first shot in the rate of fire so a ROF of 1-5 per second will visually skip its first shot making low ROF auto weapons pretty much impossible to do for FO3. I made a Pancor Jackhammer but after learning that I could not do low ROF weapons I had to backburner that weapon. :/