I believe that the files 319-368 and the files 1182-1259 in File7.olk are some kind of weapon properties data (size, sound effects, trail color, etc...). These are also found inside the SC3AE character model files as File9.pkg.
Actually, if I remember something I did a while a go correctly, it turned out that only File1 is different from the original version, so only that file is required for these movesets to work. That's all I know, though.
One more thing about Ivy and Yoshi: their movesets won't work even if you replace other characters' movesets with them.
I've also found out that only File1.pkg from AE File6.olk is needed for the AE movesets to work properly. The other three files don't change anything.
I've got news about Ivy and Yoshimitsu! I've just tried importing two AE movesets into Ivy: Hwang and Cassandra. Hwang's moveset was slightly bigger than Ivy's PS2 moveset, and that required an extra allocation, while Cassandra's style was smaller. Turns out that Ivy will crash with Hwang's...
It's also possible that Abyss's moveset is actually an extension to Zasalamel's moveset. When I accidentally put Tira's moveset into Zasalamel, Abyss also used Tira's moveset. And it's also possible that Abyss's moveset also contains NT's moveset, as an extension to Nightmare.
AnonymousModder, in this website you say that Inferno will have only one weapon with his AE moveset, but to fix this glitch you need to import his moveset into a character that also has two swords, such as Revenant.
Now let's take a look at the original lifebars, and compare them to the AE lifebars.
Here are the original PS2 lifebars.
The lifebars were updated in the AE, and they look like this:
Now, for some reason, if you port the lifebars over to the PS2 version, they don't actually look right...