After a bit of testing I can conclude that these animations have been well thought of.
There are no random things in it:
1. Animation ends where it starts, so everything is very fluid and natural
2. Combat is always "hanging in the air", since blocking, visually, is similar to readied attack
3. Chamber block animations (on end of video) are also very natural since attack starts as block almost
4. Feinting looks very fluid and circular, and there is also much wrist joint action with 2h swords, as it is supposed to be.
5. Whole combat is based on fast and short-timed strikes, again just like in real life
Demonstration video
i like the idea behind these animations, but i have some strong doubts because they have much less key frames than the original ones, and are therefore way too abrupt, too sudden.
the original animations have more movement and wiggling, so you can see them a lot easier. also the new ones have seemingly no acceleration at all, they just start, have the same speed all the way through, and then stop in an instant. it doesn't behave naturally and it will be very hard to fight with it because you can't really time as much = combat depth would be narrowed down.
the last point even degrades the idea of the animations flowing into each other, which is a cool thing in itself, but it doesn't really look like a possible human movement this way.
sorry to say that, but no.
I was thinking about reworking animations too, i think i am capable of doing that, but as i don't have any time ... i mean, if the community wants new animations, i would think about working out something, but i actually didn't believe this would happen