Hmm... Sometimes weird things go wrong where the "Bone_Arm1_L" bone on one model is actually analogous to "Bone_Arm1_R" on the other because one model designer named "left" for his left and the other named "left" for the character's left as it looks at you -- and when that happens, it ruins the animations.
Other than that, maybe I should try it myself. I just packed my main computer for leaving for an early start to college tomorrow, so it'll take me a little longer to do anything here on this laptop, but I'll see what I can do.
If I remember correctly, you want the Tauren Chieftain's spell slam animations on a paladin? I'll see if I can do that for a test model.
Getting pivot points from one model to the other is typically only good if you have added mesh or want to re-do the animations. There's also the misleading fact that "PivotPoints" is just a name given to the 3d position of the Bones/Helpers/Lights/EventObjects/Attachments/ParticleEmitters/Etc. in 3D Space. So "view and edit PivotPoints" in the matrix eater basically is just "view and edit where bones are centered, where particle emitters emit from, where lights glow outward from, where attachments attach to, etc." Pivot points are the center point for any kind of object other than a Geoset, basically, in the MDL.
What you really want, then, is to move the "Scaling/Translation/Rotation" values from one model's bones/helpers to the other model's set, so that they move around the same way. But, doing that in Notepad is a nightmare; so, I'll go give it a shot in the Matrix Eater.