I would say your conclusions are only relevant to the type/system of mocap you are using. High end mocap systems (like the PN) track *everything* well, and are suitable for just about any motion you can think of. Indeed, how do you think those canned walking/running motions you are using were produced? I can promise you they at least started off as mocap (with perhaps some hand refinement). You can really tell good mocap, as it is almost impossible to hand animate things as well (almost all of the stuff RL provides for, say, Heidi and Mason almost surely started off that way).
The cheaper the mocap, the more it will have problems with things like leg and body positions. You could even expand your list to say things like:
Cheap mocap works best if the body stays even with the capture device (assuming you are using a visual capture like the Kinect) and when the limbs do not occlude with the body (ditto).
Cheap mocap works best with *slower* movements -- the faster the movement, the more trouble it will be (so if you need to do fast movements, slow them down during capture and speed them up afterwards).
The Leap controller has some of those same limitations, for the same reasons (you can't occlude one hand with the other, you need to be careful about very fast motions).
Higher end systems don't worry about such things, but it all comes down to you get what you pay for.
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Mike "ex-genius" Kelley