ahah ^^ well have trust me^^ using animations is far more efficient, and customizable.
I've created (for the castlevania projec) a character class, that uses animations, in "an optimized" way, meaning, that: instead of having an empty sprite, where is displayed the animation over it ( which by default produced, no matter how many "cells" there are in 1frame, 15 sprites) ,
you only got 1 sprite where is displayed the only 1st cell of an animation.
It's also using src_rect, (look at sprite_base in rmvx) as any system that use spritesets. It's just, for performance reasons, it's less costly to use several small than 1 big bitmap.
When there are loads of different animations (like in tales of, or castlevania) for a character, it's better to use several animation spritesheets.
Actually having this special class, allows me to have animations over the animated sprite itself if needed.(like the original system: you can have an animation over the charset for example)