Workflow Question: Can I reuse and standardize my animations?

I wanted to ask about this before I went further, because I’m in a process of taking notes and brain storming on game design and was wanting to make sure it worked this way before I waste a lot more time learning something I’m not going to use (like when I accidentally spent time learning particle hair systems I should have dedicated to mesh hair).

So say I’ve got a bone setup with labeled bones, and I set it up to move in a bunch of different ways, like a walk sequence, a jump sequence, climbing, and so forth. But then say I’ve got 12 meshes and I want to apply the same bone movements to all 12 meshes, such as by standardizing the parts of my mesh to match up with my standard bones, like head to head bone, shin to shin bone, eyes to eye bones, and so on.

Can I do something like this, and can I resize some of the bones or copy the transforms of rotation and relative position to a different skeleton, or am I looking at re-rigging every single mesh one at a time, so that if I had say, 32 animation positions, and 32 meshes, I’m actually looking at 1024 times more work?

As long the armature bones have the same name, and structure, it is possible to use the same Actions for each armature skellington.
The pose bone animations work relative to each bone, rotation and scale, so, if you modify the armature in edit mode first, in pose mode, the Action animation from the other Armature should work ok.