And when you describe "pausing", what do you really mean?
I mean pausing all moving objects (possibly not sound). As I mentioned, there are more than one reason to have a pause. A plethora of games have this feature such as KOTOR (Knights of the Old Republic). I'm not a huge turn base fan, but every title I have touched has pause except this game.
For another example, try clicking on an animal to talk to. The mouse never stops running, the rabbit never stops hopping, the deer can even run off screen. Surely the devs didn't intend to to have mis-clicking all over the map to try and talk to the animals?
While there may be more technical fixes for each issue, I am mearly suggesting that the pause feature definitely fixes them and fixes many issues at once. Also, keep in mind, I posted this in the DOS2 forum. I don't expect them to go back and add pause in EE. I am just suggesting that while developing DOS2, to keep in mind some of the things that never settled correctly with EE.
I have tried targeting via portrait with no success. I have also tried Raze's suggesting of aiming for the legs and "shift-clicking" and that has not helped as much as I hoped, though it has some.
I like your idea to fix the animation directly, but I wanted to make sure I stated that there was more than one reason to suggest the pause feature.