It .. it could be implemented?
You have a widget that collects all visible units.
Then you have animations who look at a map of visible - and execute animations only if the unit is visible.
If you click somewhere else, the newly selected units get called - and there animations accelerated..
But you would need to decouple aim animations from this- meaning aiming turrets etc would still have to be executed no matter what.
Inverse Kinematics animations for Spring in Blender - Page 2
Resources to get you going on your new project, or to help you over some emergent problems during your development cycle.
<3 bos -> lua is no biggie
animations are synced