Finally, here's an update. This movie shows several of the new CS anims and tools (and some of the old ones still).
Anims:
chopping - idle17
mining - idle18
carrying wood - wood_walk
picking up - action8
paving - idle10
building - 1h_attack2
Tools:
axe01.dts
pioche.dts
fourche01.dts
hammer01.dts
(the first few seconds may appear blank - I don't know what I'm doing wrong with Windows MovieMaker)

This is really good stuff, Christophe!
I know the CS is close to release now and you may not have time to incorporate more feedback, but here's a few more comments:
* Love the way the wood pile and wood-carrying animation look! perfect!
* Also like the little "kick back" the axe head has in the chopping animation - nice touch
* idle10.dsq has a problem where the character's left hand "floats away" from the handle of the fourche as he swings (you can see this in the movie. Can this be fixed?
* a programming issue: it's hard for me, programmatically, to make Torque switch between the "run" animation and the "wood_walk" animation. Torque is not really set up to do that. Would it be possible to make wood_walk.dsq control *only* the upper body and arms of the character? i.e. not control the legs. Then I can let Torque's action thread always control the legs (no switching), and when the character carries wood I can spawn a 2nd, concurrent animation thread to control the arms. If you look at a some of the stock Orc animations I believe that's how they work. I'm not an expert in this stuff but I think there is a way to give a priority to certain nodes in an animation, and that's how Torque knows which animation should control which nodes when there are two playing.