I'm in the process of making a player model to more next-gen standards, while trying to stay faithful to the whole q1guy/q3 ranger sort of feel.
Here's a work in progress pic of what I have so far. Weighs in at 10,000 polys (this should be no problem, considering how little the other content is actually using... not that it would matter if that was higher detailed anyway).

There's obviously the default list of animation frames for the sake of compatibility with existing mods that will need to be there. However... frames AFTER those animations are still left open to be whatever.
Some examples of what I think should be added:
crouch die1-3
crouch move forward
crouch strafe left
crouch strafe right
crouch axe swing
crouch axe idle
crouch large weapon attack
crouch large weapon idle
crouch small firearms attack
crouch small firearms idle
backflip
move back
strafe left (for blending)
strafe right (for blending)
small firearms idle
small firearms attack
taunt (q3 style)
flipoff (q2 style)
salute (q2 style)
taunt (q2 style)
wave (q2 style)
point (q2 style)
use (like pressing a button with 1 hand)
There will also be a series of facial expressions that'll be able to be blended into other animations. Angry flipoff vs happy flipoff, running while firing.. etc.
Currently all this blending etc. will only be working in FTE as no other engine supports it.
I will be making a basic md3 version of the model but don't expect anything fancy in that as it's such an old limited format.
If anyone can think of any other animations they'd find useful for this character to use in their mods, let me know.