Thanks for the feedback everyone!
Not too satisfied with the "feel" of the arm movement, but it'll do for now... must keep moving forward!
I gotta say, I'm not really interested in changing the projection for the walls. I put a LOT of thought into it (as the folks in IRC can attest) and I've found sloped orthographic walls are the best way to convey all the necessary information without "cheating" or blocking too much of the action.
PypeBros: Nice edit, but there are a few features I'd like to keep for style even if they aren't realistic (like the slouchy shoulders and exaggerated boots.) The angle of the eyes in your version is definitely more accurate, but I want to leave some some to animate her mouth when attacking.
Facet: You're absolutely right about the doorway clipping. I actually made another version with taller doorways but it didn't look too good, so I didn't upload. I think I'll bump the tile size up to 24x24 which will take care of it. Regarding the south wall obscuring the action, I think you misjudged the thickness of the wall at the base? It's actually quite thick - 4 tiles thick and only 2 tiles tall. The south wall should only obscure the action by 8 pixels if my calculations are correct.
Grimsane: I swear I'm not using perspective. (See above animation for "proof.") My tiles are currently 16x16... I appreciate the character edit, but your version is a pretty major departure from the style and physique of the character. I'm not really sure why you suggested the door funnels?
rikfuzz: Thanks for the example, but like I said, I'm planning to keep it all orthographic. Nice tiles, anway!
Tourist: Thanks for the example - that actually looks almost exactly like what I'm doing but with shorter walls! More like barriers than walls I suppose. Good too see this technique employed in some form out in the wild.