Scripts made this so much faster than I had hoped.
What you are seeing is 13 units on the same map, which doesn't sound like much, but there is more to it: in vanilla having more than 10 monsters at the same time was not possible, the remaining 3 (13 is the unit limit in general) would be invisible. Not anymore. (Gria have always been monster-sized, because of the wings).
I made some scripts to go through each animation and reduced the tile count of all of the offending ones manually to 20, you can now have any units you want in your map provided that you stay below (or at) the 13 units limit (the Judge IS a unit), I reduced tile count by changing which objects the sprites are made out of and shifting tiles, but without changing not even one single pixel of what they look like in the end. They will, however, behave a bit differently when moving behind tiles that cover them and similar, let me know if any of the animations looks unacceptably bad in those scenarios (most edited sprites are for attacking animations so I hope there won't be big issues).
This was step one on my plan for making an animation template, although for now it doesn't mean much unless you really really wanted to have that many monsters in your map. With the template all animations will be of the same size because there's just no reason not to use big animations anymore, this means I can have just one template instead of two which is easier for everyone.
The next step is to make a way to give units attacking animations for weapons they don't have, including units that, like Marche, use that slot for something else entirely, it will also include the data for them out of the box so if you wanted to say give Archers knives, you'll be able to.
When that's done I'll be able to release the template too, which will consist of one event file in which the user will define the race (from the playable races, for special animations unique to that race) and one sprite sheet. Users will drop this sheet on an .exe which will return a GBA ready version of the graphics. Of course if someone wants to edit the template to add some new animation or similar they'll be able to do that too.
When it is complete it will be part of the job customization.
You can check out the fixed animations with lower tile counts by downloading the attachment and including fixedAnimations.event in your buildfile. Please let me know if you see anything weird while playing around with it.
Update:
I wrote a python thingy to make weapon animations based off of the existing ones, no extra sprites needed.
(This is not yet included, it will be included when the next update comes).
This means all jobs (and races) will be compatible, animation-wise, with all weapons.
Please keep in mind these were written by a script and there are over 1200 animations, I won't be testing all of them individually, if you notice any odd-looking animations be sure to let me know.
As I previously said the next step is the write the animation template, I'll let you guys know when that's done.