Sad walk clip
Overall this is a great way to present cycles. Side and front, plus a perspective view, all in one move plus frame counter.
Let's look at the sad one:
Very nice blocking, there's already a lot of nice detail work in it and the overall attitude is there, he is definitely not happy. :)
Let's look at the technical part. Always check the root first, since fixing the root will change the animation of your legs. The root's movement looks good, there's nice little side to side movement in the front view and the up/down movement has a nice rhythm to it.
Looking at the feet, you always need to make sure that the backwards translation moves in a linear way. The moment the heel touches the ground and the toe lifts in order to take the next step, there can only be two keys. Beginning and end. If you have any other keys and that movement has uneven timing in it, then you will have a foot-sliding problem once the character moves from A to B and not in a cycle anymore. The spacing on his left foot at the start until the lift off shows uneven spacing, so do another pass on that so that it is fully linear.
One area with the suitcase will need some slowing down. From x11 to 12 is a pretty big move over one frame and given the medium weighted suitcase, it's too fast and kills the feel of weight.
There's another one frame hiccup (looking at the front view) in the screen right hand. It goes towards the left on x16, then a bit more to the left to x20, then a much bigger move to the right on x24. You still have a few frames inbetween to make that work once you spline everything, but keep an eye on that section.
Another potentially troublesome section happens right when the clip loops. The suitcase and the screen right hand (looking at the front view) move quite a bit over one frame during that loop section. You will have to adjust it.
Last one could be in the head, from x11 to 12, (front view) how the moves to the right.
Those are the only spots that jump out to me right now. The important thing is that you move on to spline mode. Stepped mode can be very deceiving in terms of timing. It can look cool when it snaps from pose to pose, but when it's all splined, it's a whole other problem to make it look as cool and retain the timing (the more keys you set in stepped mode the better).
Let's move on to the happy walk.
Great blocking again, all the attitude is in it. That's how blocking is supposed to be, you don't leave anybody guessing in terms of ideas. It's all there.
Same issue here though with the spacing of the feet. Let's do another pass on those in order to eliminate the slipping.
The finger pose could be a tad more relaxed, given his happiness. Take x14 for instance, front view, left hand, fingers: they are pretty straight down, curl in the pinky and ring finger a bit more, in oder to get something like this:
One detail thing though on the finger. I'd tone down the drag on the little finger (pinkie) on x7 (sideview). Keep drag and overlap on fingers on a super minimum in general. Otherwise it's starting to feel too loose and swimmy. Kinda like the rubber hose animation style. :)
But all in all, it looks great. So big step now, put it all in spline and see how that looks like and adjust from there.