Well, hunchbags? No.. but you are on the right track there anyway
The problem is indeed the stance which goes right into a decision that was made fairly early on after the switch from faux 2.5d to sidescroller. What decision was that you ask?
Imagine you have a character and hes standing with a unique stance like that
http://mmohuts.com/wp-content/gallery/dreamland-online/dreamland-online-overview.jpgIf you render this as sprite you now have the following (big) problems.
1) Idle stance needs Idle Animation, one for each direction hes looking at.
2) Going from Idle to any directional move requires transition animation (often 2-4 frames)
3) Directional movement needs to be unique sprite sequence for each direction, because you can mirror the animation (lazy approach) but it looks very very weird.
4) Movement + Attack requires its own animation sprite and transition sprites, games often use a 2 frame transition into slide - then trigger attack animation and transition back to running, looks a bit glitchy but can look great if properly drawn/rendered.
5) Fall again needs unique frame sequence for direction....
6) Jumping as well, games often use a locked frame for flight where only hair and cloth is animated. and Transition sprites for "start jump / end jump"
So, as you can tell. The decision for the current system is out of necessity. If x4000 wanted to make better animations and thus actual proper stances, he'd have to do all these steps for each player character.
It seems like something that would cost quite a bit to get a good animation specialist. One that can "think" in sprites and their animation needs. One that can rig well, but not just rig, he needs to really understand how a 2-3 frame transition has to be made so it connects gracefully. Its not something you can do without years of practice.
The current system allows for mirroring, which is why you don't see the hands or pose being angled towards the screen slightly. Primarily used as a cost saving measure i'd assume.
In many ways, it would have been better to use 3d-characters, would have saved a lot of grief over sprite animation stuff like this, if you got a skeleton you can just rig it to fit all humanoid meshes, and turning, rotating and transition could all have been handled by IK. From what i can tell, this stance is probably here to stay. Unless x4000 feels to implement 3d-characters at some point, which would be awesome.. and allow for equip-able armor and items, and flowing hair, flowing cloths..... ;p