Strange. It's to do with the Resolute Walk arms being controlled by IK nulls while in all the other actions the arms are FK driven. So they use different bones. I find that deleting the IK arms property out of the Resolute Walk action, gets better results, but still not right.
I tried to turn on IK arms in the Chor action for the resolute walk bit, but it doesn't do anything either. I'd say try posting it on AM Reports.....but simplify the project first.