Great breakdown! For me, timing is the hardest to get right in games.
In film you can take as many frames as the emotion needs. In games, a 20-frame anticipation on a dodge roll means the player feels sluggish. But cut it to 4 frames and it looks robotic.
My approach: animate it "correctly" first, then compress the timing and add smear frames to compensate. The smears sell the motion even when individual frames are cut.
