I did clean the animations.
The problem is that I'm reluctant about removing keyframes because interlopating is a cruel mistress.
Interpolation, I found, is easier to deal with than once thought.
When you look at an interpolation spike, you can reduce the severity of the spike doing the following.
By comparing the value the last keyframe started with to the value of the next keyframe. I.E.:
keyframev1 - keyframev2 = difference.
Now you have an idea how much the spike increased or decreased the value. This is especially true for Modset 4.1 which I used for the animations on Zero (I use v0.62b for cleaning the animations of the keyframes that 4.1 can't clean up).
The next thing you need to know is that the value that gives you the same result visually on the second keyframe is somewhere between the values of keyframev1 and keyframev2. This becomes a process of trial and error, trying to find the same result using values greater than or less than keyframev1.
On v0.63d, this mostly deals with frames that are between your absolute keyframes. The thing to know is this.
More frames between keyframes = higher interpolation spikes.
The best way to deal with this is to find the frame where the spike is at it's highest, and place a keyframe there to rotate the bone where you want to be as a limiter, to keep it from spiking so high. This method has it's limits, but it can be generally applied for interpolated animations.