>>2762644>>2762781It's OK if you have extra bones. Some models, like Shadow Person, use them too, which could be a boon or con depending on how differently they are weighed and whether the bone order matches.
Skirt bones should be made visible too.
As for motions that use D/EX bones, it's a bit hard to search for them, as many motions simply zero these bones at the start if the source model has them or, if they are the annoying kind of motions, keep registering all bone states even if they haven't changed, so you have to check each manually to know. I have 2,825 motion files found by searching ¶‘«D (I think it's 左足D) and 1,892 including Ќ¶‘«IKђe (a.k.a. 左足IK親) out of 9544 files in my Motions folder. Sorting the output by hits results in this list with a reasonably high hit count, sorted from highest to lowest:
https://mega.nz/file/HIxSHZDC#v9jPQhPT2Z49uOz0sBbAA5VG1wDz50K4mctO9n_4SEEThe top of the list is an annoying kind of motion, but it actually uses these bones.
Now, morphs... Why not just use the eyebrow (and other) bones if you have them? Although vertex+bone offers more freedom, but rotating bones with vertices displaced from their center of rotation can produce unexpected and undesirable results. You will also want to organize/group them better in the Display tab. This also applies to bones—grouping the bones of each limb together is probably more convenient than R/L/R/L.
Skirt rigids still have gaps, I suppose it's because of this that the legs can still easily clip through. Also, Movement/Rotation (decay) values are normally in the 0.5–0.999 range rather 0.04 and 0.1, that likely plays a part too. Your fat green thigh bodies are clipping into skirt rigids by default, which is NG.
Joint values: 75.2958 is absolutely excessive for multi-rigid physics chains and will likely cause issues. You can leave it, but normally it'd be 0–30 degrees for skirts. A use case for a high value would be nip piercings or 1–2 rigid necklace, picrel.