It is great you built the foundation for your localisation system already! It looks easy to use and effective.
Thanks! Yeah, I like spreadsheets for this since you can compare translations side by side and you can have extra special columns for things like notes about the context too.
Three more tasks down for the price of one. One at "completed". Two at "testing"; these I also added subtasks to, and checked them off one by one.

Also been trying this thing where on every finished task I write a comment that explains what solution(s) I went with since I'm going for the "good enough for now" approach.

This time it was all about animations
Creating placeholder animationsFirst task was to add temporary animations for a few basic states and to connect them up into a new animation controller (state machine with blending) in place of the old one since this is a new model with a new rig which will be set up somewhat differently.
As you can see below they are really rough and even buggy (weight painting needs some work) but I just need the states for now

Working with the animation controllerThe UI stuff comes from the second task. Just some quick and dirty editor things so that I can test and visualise the animation states. I'm not going to have a lot of animation controllers I think but the character one is going to be quite involved so this will hopefully save me some time.
To hammer home just how basic it is, the boxes collectively represent what looks like this in Godot and similarly in Unity:

Besides being able to set the variables driving the state in the editor, I'm skipping any sort of interface for creating these controllers in the editor altogether. The JSON files are easy enough to edit by hand and hotload does seem to be working fine so I don't have to restart the editor to see the changes
Figuring out the workflowThe third task is just that while making the animations I found and fixed a bug with hotloading those, so things should be smooth going forward I hope (the plan is to add new animations as needed on the fly when working on NPC schedules).
Throughout all of this of course I've also gained some more insight into the Blender side of things. For my old character model (made ages ago now) I believe there was some weirdness with the glTF exporter at the time that forced me to do all sorts to make animations work. I had to reset the rig's pose before exporting, and I had to line all the different animations up on an "NLA strip" like this:

Don't have to do any of that anymore it seems, so that also speeds things up. Just add an animation action, animate, leave the character in whatever pose, export, and hotload the new clip into the editor and keep going
Planning aheadI've also decided to try and have some fun with the blending and separate things like the motion of the arms when walking so that I can easily and procedurally play with the variables for each character to give them a distinct gait but saving that for a later stage

But I'll also use this to make animations modular so that I can really tailor things to the schedules (e.g. turning the head while running or reaching with an arm while sitting, by blending separate states for head, legs/body, individual arms, etc.). So hopefully setting all that up should be easy enough with the visualisations I added to the editor.
I think I've also said before that I eventually want to play the animations at a low framerate for that hand-drawn look.