Thanks for your reply!
Yep it makes sense.
Too bad I have the characters set up, with their characters sets and everything, and I can't mess with that already, maybe next time. But if you do not include attributes controlled by constrains, how you gonna retime their animation? Separately?
Actually I can only work out the dope sheet problem by NOT using my character sets for retiming, I have to select the group I have my character and all controllers in it, execute the select -hi command for selecting everything in the hierarchy, then using the dope's scene summary I can select and move the so far unselectable keys.
Problem with this is that as soon as I will have another character animated in the scene, it will be impossible to distinguish between keys in the scene summary.
Regarding the first q in my original post, maybe a simple example will make it clearer:
Let's say you have an object, which is point constrained to two other objects. You have the two constrain weights animated to switch between which constrain is active and you have the blend point node animated too, to be able to disable and enable the whole constrain, and animate the first object freely.
Now you load the graph editor and the damned blend point animation curve is always displayed in the graph editor, no matter which curve from translate x y z is selected, no matter how you filter the displayed attributes in the graph editor.
You have the blend point's black animation curve among the red green or blue translation animation curves, making it really hard to select keys ONLY on the translate curves.
I hope it's clearer now. Any suggestions for these annoying problems are still most welcome.