>>10617220I'd really like to see a comparison of the range of motion that each different joint can give. I think the Slizer limb could be the best bet for a hip, given how it mimics the shape of a femur, but we also have to consider that the ball joint connections aren't uniform: you're always constrained in one axis by the "holder" (or whatever you want to call it. Although maybe the hip construction with the downward facing connection on those four mocs is close enough to mimic human articulation.
Shoulders are actually really tough, since an actual human shoulder doesn't have a protruding joint like where a femur connects to the hip, but rather gains extra motion from the collarbones and shoulder blades. In Bionicle, the closest construction I've seen to this in an official set is Maxilos (which may be the only official set that does proper shoulder articulation at all). I had the set, but I can't remember how mobile the torso is; from my last look at the instructions, it seemed like both shoulders should move, and the construction overall would even allow for twisting of the torso. But Maxilos has a pretty complex and unique torso construction.
In any of my own simple attempts way back, I always just opted for what was essentially an extra segment to the arm to introduce shoulder-like articulation (a small version of Maxilos' structure, fundamentally). It tended to be pretty weak, though. Something like a Metrutoran limb or a couple Hordika headstalks stitched together. Another problem is that they grant too much freedom of motion, and without support tend to flop under heavy limbs. Without piston support like Maxilos, it's hard to imagine a "proper" shoulder, although it may not matter for small builds.