Keep in mind that sometimes you have to accept a solution that is less than ideal. So guess what, I went into my animation, applied a key on every joint on the odd frames, deleted the even frames and reset my curve types to linear. Linear interpolation isn't how I'd choose to animate, but that's just the way it goes sometimes. If you can get a system like this in place, take the animation programmer out the most expensive dinner you can afford. Also obvious but often overlooked is to keep the method you use to test motion sequences quick and simple.
Game play is really the only thing that really matters.
The gamers of the world will absolutely hate your beautiful animation if it takes too long to play back and spoils their control of the character. They're moves that help you plot out technical requirements on a per move basis. Faux moves should take an absolute minimum amount of time to generate. Faux moves can also help you decide if you're going to need detailed transitional moves, and to see if you're happy with your camera angles. Let's say you're creating a flying kick.