What you are doing is entirely different from my resizing method (which I have completed since 2 years or so). I have changed the scale the model would have in a certain field within the flevel.lgp. You change the size a model will have globally in any field. Never the less both ways create a big problem: the models aren't placed on the walkmesh correctly and will standing through it.
Sadly the only realistic solution to compensate that is to change all animations to the new high, and even then there are animations which hardly can be corrected because they have a full move a scene (a MP animation springs in my mind).
Here what I had done for Cloud so far:
https://mega.nz/#!WYtR1Y4A!MMXit515P2WEYQEVf_Qp_mQ7x7DQHXbwWT5foam7ax0
This is a tricky task because some models get a body correction trough the animation (see Tifa and Aerith). I think it would be clever to normalize the leg bones and changing the other bones by the percentage the upper leg bone has grown.
I actually need a tool which can edit the animation files itself because it would be much better if I could convert an animation with 24 bones to 40 bones. The new bones doesn't even need to be animated.But this way we could unify all human animations and never getting trouble anymore if we change a model with a different bone number.