I'll tell you step by step how I did Cloud's looking battle model from Soldier 1'st class enemy.
- get SOLDIER enemy files which are lp**(probably any as they seem to be same, but I taken 1'st class) and unpack to some work folder,
- get your Cloud model(rt**) and unpack to other folder,
- change names of Cloud model files from rtam to rtay to lpam-lpay,
- -||- file rtck(or any other weapon model you want enemy Cloud to use) to lpba,
- -||- files from rtba to rtbi change to lpbc-lpbm(remember to get those names from original lp** model files as it uses different letters than Cloud model),
- also change names of your Cloud model texture files(rtac and max of 9 next depending on how many textures your model had) adding ".tex" to end of them,
- copy those files you changed names to the folder you had SOLDIER enemy model files and overwrite them all,
- open lpaa from this work folder in Kimera and add textures your Cloud model had(those files you renamed as .tex, also when adding texture in Kimera make sure to choose from .tex otherwise it'll not see them),
- save and voila you have working Cloud enemy model made fast.=]
I checked Yuffie enemy and Yuffie character battle models and it had much less animations, generally enemies have less animations this SOLDIER is no exception, not sure what it means to you couse animations althrough looking nice will not be exactly same as real Cloud, but at least they will work correctly. Also seeing how Yuffie enemy is ripped off many animations that Yuffie hero has I'm not sure if it's not a limitation in game engine for enemy models. Maybe it's the amount of animations? But I don't even know if you can just cut off existing ones, surely not in Kimera and that's only tool that allow viewing and some editing in model animations, I dunno where they exactly start and where they end, if you wanna play simple hex editing you could try deleting first and last frame of animation, save and compare with copy of original as at least deleting single frames is possible in Kimera. Faster would be probably to just look at Kimera source code, your choice. It's possible through that it's not a limit for enemy animations but something else. Some generic AI script that points to them? Don't have a clue about that through couse I wasn't interested in messing around it and soo didn't read anything relating FFVII AI. Yet... O.o