Adding Modules to existing\animated Modular Control Rig Hierarchy

I have a question about the modular control rig hierarchy.

So it looks like the controls get named based on their hierarchy of modules, each parent module gets appended to the control name via a namespace:

IE → Root:Spine:Shoulder:Arm:shoulder_l_Ctrl

So lets say you already have a set of animations built for a rig, but you never made a clavicle control. So you go add one, but it sticks a module in between the spine and the shoulder, that would effectively change the names of any of the controls down the line.

My question is, how do you resolve those changes in names in sequencer to update all the animations?

Would you need to do a full backwards solve for all your animations to the new rig? Would you need to setup a retarget flow?

In may, I could go in and just rename the nodes in the .ma file text, which obviously is not ideal but in a pinch it could be done. Cant do that in sequencer so is there anyway to point keyframes that no longer have a associated control to a different one?