Yes - they're early versions, but surely having a usable and clear base texture is good to start with? As I said before, it can (and probably should) easily be drawn over with finer detail, but we at least have the colours and layout near enough correct to start with - once tidied up a bit, it's a guideline texture based upon what's actually on the sprite. You can also see pretty clearly which parts the engine lighting etc is not hitting quite right, which I'd assume would be useful for improving such things.
Also, as I mentioned a few times previously, this "shading stuff" is kept in a separate layer in photoshop, you can simply replace it / edit it / adjust it as and when the engine shaders get changed, or the normal mapping is working and so on - then just re-export the texture and it's done.
The shading on the edge of the arms/legs is my error (guilty of the "paint what you think you see instead of what you see", it's not even like that on the projections). That's my first fix to do
The shading on the model is on (I think it's yours and Baael's effects files I'm using in this repo, actually) but there's parts of it which need a little help to define some of the more subtle areas on the model. As you've rightly mentioned before, that's something which a normal map was designed for, but they don't seem to currently work. Of course, if / when they do, you just delete that part on the shading layer of the texture.
I did check a lot of the other sprites before doing this - they don't change as much as you'd expect, which surprised me, but was also part of the reason why I thought this might work initially.
First image is pretty much exactly what the engine shaders give us on an unshaded texture - as I mentioned, I've mostly deleted the "equivalent" from the projection mapped sprites, so those are supplying the majority of the shadows in all poses.
The other one is obviously the lying down ones. The pose isn't exactly the same (and oddly, the 3D model rotation is a few degrees off, but it's like that in all poses, and it probably hardcoded). The bits that look really wrong on here are the same bits that currently look really wrong on the 6 normal angles I showed previously - primarily the leg/arm stuff which you mentioned.
Resolution thing is a good point - I always use 100% or less in Fonline, and normally use 1280x960 or 1280x1024 monitors. With all of these, I'm aiming for "it looks like, and can stand next to a sprite" - so I'd go for "colour it blue like the originals" for jeans, rather than "paste a jeans texture from photographic source material" like you might with large and detailed figures. This was based on the impression that we'd be having 2D and 3D characters alongside each other, with original 2D backgrounds throughout. I might be wrong of course, we don't exactly have a "mission statement" for this
Anyway, some good thoughts there. I'd be very happily for some assistance if you've got a good idea of how to compensate / correct the stuff mentioned and generally make this work better, easier and quicker (especially regarding the normal maps from projection you mentioned before).