I wounder how you plan to fix the IK and animation complexities.
One of the obvious things to fix is the transform freezing that everyone forgets to do or doesn't know they should do that then ends up showing up as a problem when moving over to xna.
I think a cool idea for IK would be to script some of the processes shown in the tutorial that used constrained deformers with rigs built on top of them. You could animate with different rigs on the same deformers that are keyframed from their own character keyset apart from the rigs. The rigs would be scripted to first align themselves to the deformers
they are assigned to and then to constrain the deformers to them. By picking interchangable rig templates that can be muted or interchange freely on top of the deformers-- the animators could easily pick the right rig for the right situation on the same character. This would pull away from the practice that goes into creating heavily complex rigs that are designed to do everything. The proof of practice that goes with creating a complex rig just seems like it puts a lot of indie developers at odds with it.