The stripes and consistency are certainly a step forward!
A lot of my tools I use have pretty primitive importing/Sprite sheet support. So I can only specify how big a cell is and step over them by index. In other words, the characters are imported as a block of images, similar to a tilesheet. With the game engine only understanding each frame/pose as an offset of the positional index. Think along the lines of rpg maker sprites or old nes Sprite sheet data.
I realize you would lose the labling, and it might be a lot of work, but it could be handy to have a second version of the sheet which just has the character sprites in a grid on their own, for such index only engines.
You could offer both so users can still use the first as an animation reference or for more advanced engines that have a mapping/frame system.
On the other hand, that new layout already looks much easier to rearrange from on my own as well.
For my personal use case I was actually going to use this for a platformer main hero Sprite, so I would be editing or skipping animations anyway. There is only left and right in my platformer world. (Making an old school looking GB style platformer for fun and to learn some engine stuff in app game kit). For more "normal" use the above format could still be very useful in a lot of game engines.
Keep up the great work! These sprites are filling a great little gap for retro but original sprites. :)