It's just your word against that of others so far, so it's really that I'm trying not to take any side.
And, honestly, do I absolutely need to muzzle myself just because some hearsays 'might' give a somewhat bad image of a SSBB mod? On a thread read by probably like 10 users at most past the first page of walls of text? In posts of mine that I'll probably just erase if it proved to be a completely false lead?
Surely there's been a lot of time and effort that were put into this project. But I think you're taking my ramblings a
little too seriously there.

I'm not really sure what dropping names here would accomplish besides making these people the direct center of attention (and annoying the limited audience we have here). I'll ask around and try to gather some chatlogs and whatnot and dump-PM them to you later so you can investigate at your leisure if that can reassure you. I'll send a copy to HaloedHero too.
Oh, and by the way, I'm not talking here as a representative of KCMM. At least not past the second quote in my first post.
Sadly, our team has experience verifying when our content has been plagiarized, so there is evidence beyond "our words against theres." It comes down to simply comparing if content/animations are frame-for-frame exact replicas, and given that we keep an ongoing subversion, we have recursive history as our animations have been built and refined over time. For this reason, I find it extremely unlikely that any work for Project M has not been completed internally by our team, given the fairly strict and peer-review standards we have in place. However, our team is interested in understanding these, so we welcome the names/data you offered to provide.
You'll have to admit, however, that those are very punctual and minor things compared to the changes that some characters like Wario, Lucario, Snake or Lucas underwent. Why didn't, say, Falco get so much attention to be made unique, if we go back on a seemingly popular example? He instead got reverted to his previous clonish state, save for, what? 2 attacks?
And you don't even have to look that far into the issue to see the reason. Quoted diretly from your website :
"Falco Lombardi is a very respected and equally feared name among the competitive Smash community, so it's no surprise that expectations for him are high going into Project M. He was one of the most changed characters from Melee to Brawl, losing many of his tricks and techniques that defined him in the previous game. Project M sees the return of the old bird of prey though, with his technical prowess restored in its entirety."
"As one of Melee's well-known Top Tier characters, great care was taken to recreate Falco's Melee-styled gameplay.
Why was Falco unchanged from Melee? Not because it would make him a more interesting or unique character, but because he was more powerful, "top tier", in Melee, so he needs to go back to it.
I think it might help you if I share a bit of Project M's history to better answer this question (and who I am, if you are unfamiliar). My history dates back to when I led the development of Brawl+, and left that modding team when I was no longer interested in its development. As someone who thoroughly enjoyed brawl modding, I set-out on a personal project (originally, as purely a thought experiment) to see if I can bring melee falco to brawl because I was a greater fan of melee. There was a lot of interest in this, the team grew, and project m was born with melee falco as a base.
However, I understand your concerns as to how/why we pursue things the way we do. The answer is that, to no surprise, our team was/is fans of melee and we used melee top tiers as our target base to build up to. However, this by no means suggests that we do not accept that brawl content cannot be quality (e.g. preservation of RAR, footstooling). Shadic provided an excellent point of Toon Link, who had a majority of his animations (and underlying moveset coding) built from scratch. He may not look like a radical overhaul like a lucario or wario, but I guarantee the underlying work was there.
This also tees up another point I want to make. The changes we make do not need to be explicitly justified with evidence. Due to the nature that we are building up an entire mod from scratch, I think its understandable that we use our judgement and style and apply the animtions that we believe best aligns with this style. If you think ganon looks better one way, I can argue it looks better the other. We built a team which internally has a strong alignment for specific aesthetics, and our resulting product is reflective of that.