Your anims seems identical to Original, though I would make "release" faster to appear more powerful. I see no problem there.
Its fault of the engine. Since engine directly calls "S_RELAX" on morph meshes when exiting bow/crossbow fight stance. You can probably notice it on any other bow/crossbow as well.
There is workaround:
(requires edit all bows and crossbows mms scripts and recompile, also change humans.mds and recompile)
1. Rename S_RELAX ani to S_SHOOTRELAX
2. Copy S_NORMAL and name it S_RELAX
Code:
morphRef ("CA_BOW_LONG_01.ASC")
morphAni ("S_NORMAL" 1 0.1 -1 0.1 L "CA_BOW_LONG_01_SHOOT.ASC" 0 0 SPD:25)
// S_NORMAL copy named S_RELAX for engine to call
morphAni ("S_RELAX" 1 0.1 -1 0.1 L "CA_BOW_LONG_01_SHOOT.ASC" 0 0 SPD:25)
morphAni ("S_SHOOT" 1 0.1 0.4 0.1 . "CA_BOW_LONG_01_SHOOT.ASC" 1 10 SPD:25)
morphAni ("S_READY" 1 0.1 -1 0.1 L "CA_BOW_LONG_01_SHOOT.ASC" 11 11 SPD:25)
// releasing of bow called from humans.mds
morphAni ("S_SHOOTRELAX" 1 0.1 1.12 0.1 . "CA_BOW_LONG_01_SHOOT.ASC" 12 40 SPD:25)
3. EDIT Humans.mds replace all
Code:
*eventMMStartAni (13 "S_RELAX" "ZS_LEFTHAND")
to this:
Code:
*eventMMStartAni (13 "S_SHOOTRELAX" "ZS_LEFTHAND")
But this is rather a lot of work for small effect. I would let it lie because it's rather known/unnoticed issue at this point.