You don't edit any 2DAs. You edit the supermodel/s that holds the original anim/s, delete it/them, and replace it/them with TSL's version/s, giving it/them the same name as the original/s.
Some knowledge/experience is required ideally, yes. I have no idea how you'd go about a rig transfer in Blender. Someone like @seedhartha would have to chime in with information about that. in KMax, there's an animation tool that lets you import an animation from an external model and map it to the scene rig (Anim Tools -> Mapper). It should be a simple case of autogenerating the bone name matches, since the rigs are more or less the same at the core, TSL's just has some added bones for flappy sleeves and cloaks. Given the complexity of supermodels, I'd suggest the easiest approach would be to remap the anim/s onto an empty copy of the target rig, export that, then edit the ASCII copy of the supermodel to swap the anim/s. You'll need to edit the ASCII anyway to add the sound events anyway, at least using KMax, since that doesn't import/export them properly.
Strictly speaking you don't actually need to do the rig transfer. You could do the whole thing in a text editor, just swapping the anim blocks. But doing the transfer allows you to check that everything is working as intended, and adjust/fix it if not. K1 and TSL bone positions/rotations aren't entirely 1:1, which is why head model ports have facial animation issues.
There is also a bit of a trick to compiling supermodels, since they are a bit wonky. @JCarter426 is the resident authority on the matter, and did detail the process in a post somewhere, although I can't find it at the moment.