Workflow for authoring a partially mirrored animation sequence

I currently have some animations that begin left-foot-up (LU) that end in a desired idle-pose. I need to build some animations that start in the mirrored position (right-foot-up) and end in the non-mirrored position

Example: I have a walkingLU_stop animation, and I need to build the walkingRU_stop animation that starts with right-foot-up (opposite of the original) and ends on the same position as the original LU animation.

I have already built a Manny_Mirror_Data_Table so that I can do a bilateral swap of the animation.

What would be the UE5-sequencer-idiomatic workflow for authoring the desired animations? I imagine it would be something along these lines:

  1. Create a new sequence
  2. Import the animation
  3. Mirror the original animation
  4. Add an output_animation track
  5. Key the ending of the animation so that it matches perfectly with the ending Idle Pose
  6. Add the mapping data table to the original animation
  7. Key the beginning frame to capture the right-foot-up state
  8. ?? Bake the animation to the control rig and then modify until it flows smoothly to the ending

Is that the correct approach, is there a better method to obtain the desired output?