Thought someone else would be interested too here :
http://www.gdcvault.com/play/1020583/Animation-Bootcamp-An-Indie-ApproachI like the way of overlapping animation reactions to situations. It might be just the way for using a "opening car door" animation, with blending between all the different car door heights, opening radius's and other factors. The vehicles just have to have a set of variables added somewhere, to give the needed info for the animation (better at the model, cause adding new ones (or modifying) would be much easy-er compared to adding it to some global "door height/angle/radius" index file) Also, it would be interesting, if at gun-handling, subsequent movement (maybe based on time n mass dependent kinetic movement effect) could throw off the aim till you get to a stable stance accordingly to equipment weight ( maybe even displacement on the character ), movement and maybe a "sloppiness" constant/variable, that would define the individual characters agility. Maybe that way, creating character-dependent variations of animations would be reduced greatly in terms of changing constants, when done rightly. It would be like a character look customization thought expanded to animations. Think MMOs or role-play games be more fancy with such expansion of "individuality".
AI object movements could be interesting too, like adding another predator, and the animations would be slightly different thanks to some variables individual for all the predators and preys ...
... the in-engine ringing seems to be an interesting idea too ...