Maybe some mesher can help me with this. Or at least I can give a better idea of what I'm looking for.
There is a mesh I have called CK_no_holster_no_bracer. Checkmate Knight I think. It has 7 ranged gun animations. On a few of the later animations the model steps back, turns the gun to the side(gangsta style) and fires. By unhiding the bounding box I learned this mesh behaves differently than some other meshes that also move around(I think). When this mesh "steps back", the bounding box the enemy targets goes with it. If you are fighting a slower, melee opponent, this mesh can be made nearly untouchable. If you continually cycle the ranged attack (hit C), and the hero you made is pretty fast, its possible it can kill the opponent while the AI is just constantly chasing around the moving bounding box. Some other animations do this as well, while some seem to have "fixed" bounding boxes (only the Bip01 or whatever moves, the bounding box is fixed, so you see a melee attacker attacking where you were, not where you are).
The point here is some meshes, just by how they are, regardless of powers, FFX, number and speed of contacts etc, are superior in raw terms of creating a hero on them. I'm sure others have had similar experiences and observations. Some may just "move" better/faster. I'm hoping to identify these meshes, and see if using blender and or Nifskope I can add some of these mesh or animation specific properties/features to existing meshes to create my dream characters. My dream is to create a speedster that can run from far away, hit a baddie, and run away again, all without turning on off any slow menus. Another way to do this would be my above example in reverse; imagine a mesh that runs up, hits a target and bounces back like a yo-yo, its bounding box never having moved. There are dodge animations (Tommyboys quicksilver_tf) that do similar things with dodge animations, but not melee.
Hopefuly thats a little clearer? What I'm looking for is probably not out there, but maybe in discussion I can learn how to do it or adapt something close.