>>2830334P.S. Oh yeah, I missed the most "repairing" part, where you need to turn her around by 180 degrees around the Y axis. You will need to use TransformView. Disable all IKs, rotate the root by 180 using the VAL tab on the right (make sure the decimal separators match what's used in your non-English locale if there's no effect after inputting the value), update the model with the vertex morph normalization flag active. Do it after fixing the morphs and making sure that everything in the model originates from the root bone (i.e. nothing is unaffected by its rotation, as is the case currently). And also make sure the morphs are named correctly—matching their common functionality—because they are shifted by 1 due to skipping one name, which logically should be 瞳__下 (it's あ currently). Use the reference model or this sheet if you need:
https://docs.google.com/spreadsheets/d/1DnkY4-nKIOJzpk1CPynX5_3_fznUQ-XdpVZm9mmt68o/edit#gid=0