(the way the characters run in Odyssey - gawd awful!)
Strikes me as a bit interesting that a major prob with the first person view is what avatars look like from a third person pov.
More seriously human animations are notorious because we're all so attuned to human beings in the real world? The question about how good the animations are though, I suggest is not the critical eye test. The real test is how they work in periphery when you're no longer scrutinising but you brain just says 'there's a person there but my mission is x'. Personally I think the animations are good from this point of view because they're not over stylised, there a weight to them (not surprising with those backpacks) and in reality very few real people move like Rudolf Nuryev.
It also seems pretty plain to me that avatar polishing is and was a work in progress in the build we saw. There was no ragdoll shown (one we did see glitched out a bit) and I'm sure there's work ongoing on all three, the character animations, the stellar forge environment and where the two meet, the footprints. This is refinement and finishing work though. The main development deal to date being "all the stuff" (hit boxes, ammo counters, HUDs, BGS calls ... and about a thousand more)?