I did finish the list (I thought it would take a few days, ended up to be a few weeks).
This is not a pretty spreadsheet, and some comments may be dumb, but it's unlikely I'll update it any time soon.
And although, I'm not happy or proud of it, I thought I post it in it's current state rather than putting it away and possibly never making it available to anyone (which I do too often).
http://www.filedropper.com/falloutcritterfrms
This is a spreadsheet listing all frms I could find, which may help navigating. Currently, it's sorted by mods and adds info on each frm (explaining what it is etc.).
The use of this is mostly orientation (like a content list). But you can also sort the list (I suggest to: select all, unmerge the cells, add a column, copy the armour column into it, sort, copy the type column over it and sort. This way the document should be sorted by type (bald, long hair etc.) and within those groups by armour. Then you can check if there is any mod out there adding new or interesting frms to a specific character.
This may not seem a big deal but I noted that errors start to creep back in. For example, RP Mod has fixed a few frms (like “running primitive”: (NFPRIMAT.(...)) or “hammer flakes”: (HMMETLFF.(...))), but some mods appear to forget about it and don't use it. Nevada, for example.
@Foxx, could use this to go though the RP mod list, check for updated frms and add them to the critter.dat of Crazy Edition (like, for example, NFPRIMAT.(...), the faster walking animations (AB, DB etc.) or extended flamer animations (KL)). If he thinks it's worth it.
Optimal, however, would be to put together an updated FO2 master.dat (with all the fixes and updates (MaMurtBA.(...)) or a data/art/critter folder containing all “corrected” frms, to create a unified platform for mods. However, for the time being having the option to sort all frms and check if there is an update or interesting frm available is the second best thing. And this spreadsheet could help with that (I think). The only downside is its size, and the need to familiarize with it first (but I don't think that can be helped).
For private users:
you can do a lot with frms. Annoyed that Lenny & Marcus don't run? Take any ...AT.frm you like and name it after the one Lenny/Marcus use (for example, make a copy of NAVGULAT.FRM and rename it LAGHULAT.FRM) and Lenny will run (with a bit of shape shifting). Or if you have a sibling/friend playing FO2, ninja their version and replace their Miria frms with the super-mutant ones

. All that matters is the name (first 6 letters) which decides who uses it and the last to letters (like AT) deciding for what it will be used (i.e. running, throwing etc.). I've listed a legend on sheet 2 of the spreadsheet. All new frms go into data/art/critter. In fact it seems you can assign anything to anyone (i.e. if the NPC has no AS (throwing) or AT (running) frm, and you add one in, they will start to throw grenades and/or run.)
Alternatively, you can also remove frms if you don't want a character to use grenades, rocket launcher or large rifles etc.. For example, Myron and Vic of RP mod use all weapons when in power armour, which is not in accordance with vanilla. Or Tycho & Ian in Fixt 0.81 use weapons they are not good with (e.g. Energy & Big Guns).
It also seems possible to use the punk girl from the appearance mod in Crazy Edition and add it to the appearance mod of RP, adding another option.
Or take HFCABLAA.frm from FoRes and rename it HFCMBTAA. Put it into data/art/critters of FO2 and you'll get a darker version of combat armour (in this case when standing still).
The limit of this is probably to make Lenny, Miria or Davin use Power Armour animations. Myron & Vic appear to use the “standard” frms, but adding that feature to Lenny should require more than just renaming the frm (…). Still, it's probably not that difficult either, but I didn't look into it.
Anyway, before you go ham: Make backups first, and remember what you changed, so you can revert it.