Assuming updated graphics, physics, etc using UE4, I can visualize Trigger_Hurt being Fun and competitive. I can easily imagine Wall Running, Rag Doll Acrobatics, GunKata, Elbow & Foot Guns, and Multi Weapon Control. These are the type of Hyper Active competitive games I think are perfect for the Cash Tournament Monetization Model (and I would be interested in this, if its using such a model).
For most of the Talents Required listed there is plenty of BPs and Examples available, respectively: Combo System, [Time Dilation BP Node](http://Set Global Time Dilation), UE4 Networking, Adding modding Support to your UE4 Project. As far as I know UE4 Time Dilation works properly in multiplayer, slow mo for the player activating it, but, a speed boost for that player to onlookers. In most multiplayer games ‘bullet time’ is a power up that is charged up or activated manually.
It sounds to me like your really in need of experienced Character Animator/UE4 Animation System User and Coder. There are some major enhancements to the animation systems in UE4 4.13+. Unfortunately, I’m not experienced 3D Animator, although I have been gearing up for a in-house Markerless Mocap Animation Studio. Did you do the Character Animation in Double Action: Boogaloo. If so, have you worked with mocap data?