And it's done 
May I ask; the reason for the interest in .FBX format is because it's easier to import/export .FBX to/from Blender?
Pretty much. I had been poking around with different tools to try and import animations. I have an account on Mixamo, and their recommended blender import only worked with version 2.49, and even then I wasn't happy with the results. I was basically looking for a way to get new animations in Torchlight, without having to do them all myself by hand. Ain't nobody got time for that! Once I saw that the FBX importer had been updated in Blender 2.7x (I forget which one) I started playing around with it. Now I can import animations in fbx format and have them look correct. The Mixamo stuff just seems to work, the TL fbx needs some of the meshes rotated -90 after import.
I also used FBX to export to sketchfab.

[sketchfab]cc1a38fff31d44e0abf0c650c4297ff5[/sketchfab]
I also used FBX to export to sketchfab. 
It looks fine. I tried once, but my model looks upside down.
Pretty much...
...Now I can import animations in fbx format and have them look correct.
Does this mean you could apply a totally new animation (say, from a model in some other game) onto a TL2 mesh, and re-export it to be usable in TL2? That would be so awesome!
Theoretically, yes. However, the more different the bones the more tweaking will have to be done. I've poked around with stuff like that a bit. Even when the bones look like they match, there always seem to be some rotation or roll that is different. That's why there are tools like bvh hacker. Lots of people have issues with getting an animation from one thing to work on another.