Well for the animations I found that the "empty" model for the player and female contains actual animations, when you add a visual resource to that (with the correct bone names I assume) it should animate. I was experimenting with this but somehow in the whole exporting proces the bone name changed from Bip001 R Hip, to Bip001_R_Hip (something like that) so I couldnt test to see it working...
With what little that I tested I think the main issue we are looking at here is that without source skeleton and gr2 exporter directly from the 3d-suites we can't export IK and weighting. Only bone names. But a bone isn't much by itself, it needs hierarchy and weighting.
So if you change the visual mesh of a character, it would be completely broken unless you had the source skeleton loaded and weighted the new mesh properly against the old skeleton. Just exporting with matching bone names isn't gonna be enough. (And yes, currently it seems the conversion has also some naming issue)