The game reads the player supermodels in a chain like this Body -> S_Female03 -> S_Female02 -> S_Female01 -> S_Male02 -> S_Male01. Any time it needs an animation it checks the base model, if what it needs isn't there then it checks the supermodel, it then checks that model's supermodel, etc. It stops as soon as it hits the anim it is looking for, so any anim lower in the chain will override an anim with the same name higher in the chain. Female body models set S_Female03 as their supermodel, and male body models set S_Female02. Thus, all unique female anims are on S_Female03 which male bodies never see. All the other anims are shared but are scaled via an animation scale factor specified in each model. This is especially important in K1 since not only are there height differences between the sexes, but each sex also has three different heights as well. But that side of things is handled dynamically by the engine, outside of any anims specifically on a given model (i.e. S_FemaleXX supermodels use a female rig, S_MaleXX supermodels use a male rig).
I don't use Blender, but as I understand it it needs to break each animation into a separate file or scene, or something like that. Which would make working on supermodels fairly impractical to say the least, given the number of anims on them. But someone familiar with Blender and KOTORBlender in particular would need to chime in there. I would think the only way to get a workable KOTOR model out of it would be to export the specific modified animation you wanted and then directly edit an ASCII copy of the relevant vanilla supermodel in a text editor, replacing the original anim block with your modified one, then compile.
If you are still having troubles even getting models into Blender then again I can't help specifically with that other than to suggest that you make sure you have the latest version of KOTORBlender.
Edit: Regarding the specific attacks you mentioned, there are actually a number of anims for each. For example, in K1 Flurry has a perform anim, a damage anim, and a parry anim. Each weapon type - single, dual wield, double - has its own set of anims. Then in TSL this is tripled, each attack having three anim variants for each of perform/damage/parry, and it adds in the same for unarmed for good measure. TSL handily provides descriptions for most of its anims in animation.2da (for example, the Flurry Damage 1 anim for single swords/sabers is f2d2a). K1 doesn't provide any such description, so you'll have to do some detective work to figure it out.