I figured out how Cloud's battle pose is stored... finally!
The battle pose is stored at the beginning of the 'rtda' resource, as a translation followed by Euler angles for each bone. It took me a long time to figure out that the Euler angles are actually 36-bit, stored as three 12-bit binary rotation fractions (0x400 == 90 degrees). The battle coordinate system is right handed, with X-Z being the ground plane, +Y being into the ground, and +Z ordinarily away from the enemies. Rotation order is +Z axis, then +X axis, then +Y axis.
Anyway, in 'rtda':
00000010: 14 00 (unknown)
00000012: 56 03 (length of data for this chunk)
00000014: 00 00 (X translation)
00000016: 00 FE (Y translation)
00000018: 2E 00 (Z translation)
0000001A: 00 (unknown)
0000001B: 00 00 00 00 0_ (root locator: X 0d, Y 0d, Z 0d)
0000001F: _C 00 EC E0 00 (hip: X 270d, Y 333d, Z 0d)
00000024: F8 2F E5 E8 A_ (torso: X 349d, Y 358d, Z 327d)
00000028: _0 BB 0C 82 BC (head: X 16d, Y 17d, Z 62d)
...
00000083: _D 56 00 00 00 (right boot tip: X 300d, Y 0d, Z 0d)
I haven't figured out the rest of the data in the block, but with the above I have Cloud rendering in OpenGL in his base pose. I suspect the rest of the block is the idle animation, but I haven't confirmed that yet. Also, now that I know that the junk in 'rtab' isn't a bone mask, I'm beginning to suspect it is animation sequencing data.