Animator to animator...the only 'poor' things I've ever seen in FH2 are two things:
The floaty body sub-groups of meshes on some of the weapons, most particularly the bolt-action rifles (k98) which appear to be shifting away from each other and the mesh at times.
Also, the Composition-B and Satchel Charges are pretty bad, considering half the time you don't even see your hands holding the item during a 'throw animation' and it is particularly hard to judge where your character is going to throw them because of that. You want to look down, but you can't.
Keeping those items on the viewable portion of the screen...or...for much longer before they are thrown will do wonders for the animations and improve the perception of the player as to how the throw will turn out.
Could also be an opportunity to screw with players and have the head camera follow your hands down to the object in the player's hands, momentarily making you miss what is going on in front of you increasing the danger factor.
Call of Duty does things like this quite nicely, fire one of them up and try to find an example of a satchel charge throw.
**Went ahead and uploaded a satchel throw from CoD:UO. Im sure the other COD's will have different variations.
http://youtu.be/5tDfMQpVbqUNote that you can see the satchel the whole time and that a cord is pulled to arm it. Tossing it like that doesn't seem very FH2'ish but a flick of the wrist sideways could be a better option and make a shorter distance throw seem more plausible, as if you were throwing a frisbee.
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Question: Are 3p animations on things like AT guns and fixed Machine Guns possible?