I think what you want to do can be achieved, but if I were doing it, I'd get one player doing exactly what I want before I'd try to add in the others.
When I ran your example, it switched back to the idle animation everytime the characters returned close to their starting point, which is what your events seems to be telling it to do.
To handle multiple lifebars I added a sprite called lifeline with a pin behavior and had each player spawn one, and then in turn the lifeline spawned the frame and lifebar. Of course you would set the lifeline to invisible for actual game.
multiPlayers.capx
As far as the speed, what kind of game is this supposed to be? Is there a reason you can't use one of the standard behaviors, like 8 way or platform to control the current player? (You would disable the behavior on the other players and only enable it on the current player.) For making a prototype that would go much faster than trying to create a custom movement. You can make it look a little cooler by creating custom camera movement using some lerping with scrolling rather than having the lerping in the movement.
I assume that you've read Ashley's ghost shooter tutorial which is the starting place for understanding C2. It uses the 8-way behavior.
If your game is a variation of a platformer, have you read velojet's tutorial
Building a platform game - a beginner's guide? I learned a lot from that.