I decided to go through what @
Kofu
found for G&W, clean it up a bit, and expand on it greatly. Here's the final result:
gamewatch 0x210 Chef (ground)
gamewatch 0x211 XXL Chef (ground)
gamewatch 0x212 Short-Order Chef (ground)
gamewatch 0x214 Chef (aerial)
gamewatch 0x215 XXL Chef (aerial)
gamewatch 0x216 Short-Order Chef (aerial)
gamewatch 0x218 Judge 1 (ground)
gamewatch 0x219 Extreme Judge 1 (ground)
gamewatch 0x21a Chain Judge 1 (ground)
gamewatch 0x21c Judge 2 (ground)
gamewatch 0x21d Extreme Judge 2 (ground, unused)
gamewatch 0x21e Chain Judge 2 (ground)
gamewatch 0x220 Judge 3 (ground)
gamewatch 0x221 Extreme Judge 3 (ground, unused)
gamewatch 0x222 Chain Judge 3 (ground)
gamewatch 0x224 Judge 4 (ground)
gamewatch 0x225 Extreme Judge 4 (ground, unused)
gamewatch 0x226 Chain Judge 4 (ground)
gamewatch 0x228 Judge 5 (ground)
gamewatch 0x229 Extreme Judge 5 (ground, unused)
gamewatch 0x22a Chain Judge 5 (ground)
gamewatch 0x22c Judge 6 (ground)
gamewatch 0x22d Extreme Judge 6 (ground, unused)
gamewatch 0x22e Chain Judge 6 (ground)
gamewatch 0x230 Judge 7 (ground)
gamewatch 0x231 Extreme Judge 7 (ground, unused)
gamewatch 0x232 Chain Judge 7 (ground)
gamewatch 0x234 Judge 8 (ground)
gamewatch 0x235 Extreme Judge 8 (ground, unused)
gamewatch 0x236 Chain Judge 8 (ground)
gamewatch 0x238 Judge 9 (ground)
gamewatch 0x239 Extreme Judge 9 (ground)
gamewatch 0x23a Chain Judge 9 (ground)
gamewatch 0x23c Judge 1 (aerial)
gamewatch 0x23d Extreme Judge 1 (aerial)
gamewatch 0x23e Chain Judge 1 (aerial)
gamewatch 0x240 Judge 2 (aerial)
gamewatch 0x241 Extreme Judge 2 (aerial, unused)
gamewatch 0x242 Chain Judge 2 (aerial)
gamewatch 0x244 Judge 3 (aerial)
gamewatch 0x245 Extreme Judge 3 (aerial, unused)
gamewatch 0x246 Chain Judge 3 (aerial)
gamewatch 0x248 Judge 4 (aerial)
gamewatch 0x249 Extreme Judge 4 (aerial, unused)
gamewatch 0x24a Chain Judge 4 (aerial)
gamewatch 0x24c Judge 5 (aerial)
gamewatch 0x24d Extreme Judge 5 (aerial, unused)
gamewatch 0x24e Chain Judge 5 (aerial)
gamewatch 0x250 Judge 6 (aerial)
gamewatch 0x251 Extreme Judge 6 (aerial, unused)
gamewatch 0x252 Chain Judge 6 (aerial)
gamewatch 0x254 Judge 7 (aerial)
gamewatch 0x255 Extreme Judge 7 (aerial, unused)
gamewatch 0x256 Chain Judge 7 (aerial)
gamewatch 0x258 Judge 8 (aerial)
gamewatch 0x259 Extreme Judge 8 (aerial, unused)
gamewatch 0x25a Chain Judge 8 (aerial)
gamewatch 0x25c Judge 9 (aerial)
gamewatch 0x25d Extreme Judge 9 (aerial)
gamewatch 0x25e Chain Judge 9 (aerial)
gamewatch 0x260 Fire (ground)
gamewatch 0x261 Heavy Trampoline (ground)
gamewatch 0x262 Trampoline High Jump (ground)
gamewatch 0x264 Fire (aerial)
gamewatch 0x265 Heavy Trampoline (aerial)
gamewatch 0x266 Trampoline High Jump (aerial)
gamewatch 0x270 Oil Panic (ground, initial)
gamewatch 0x271 Efficient Panic (ground, initial)
gamewatch 0x272 Panic Overload (ground, initial)
gamewatch 0x278 Oil Panic (ground, hit)
gamewatch 0x279 Efficient Panic (ground, hit)
gamewatch 0x27a Panic Overload (ground, hit)
gamewatch 0x280 Oil Panic (aerial, initial)
gamewatch 0x281 Efficient Panic (aerial, initial)
gamewatch 0x282 Panic Overload (aerial, initial)
gamewatch 0x288 Oil Panic (aerial, hit)
gamewatch 0x289 Efficient Panic (aerial, hit)
gamewatch 0x28a Panic Overload (aerial, hit)
Sub-action 0x20e is a very strange one you call attention to. It is literally identical to his usmash (even calls his usmash directly for graphics, sound, and expression!) except different bones are intangible. Whatever that subroutine at the start of his usmash is probably determines whether normal usmash or this extra one is used (that sub-routine does not map to a sub-action so I cannot view its contents with Master Core being what it is for now; forcing it to start reading code at a particular sub-routine address would be my top Master Core feature request). If I had to throw out a guess, I'd guess that some exotic game state like having a Metal Box screws with G&W's bone structure (since it makes him have a 3d model!) and requires this. Sub-action 0x20F likewise points directly to usmash's charging state with all four functions (game, gfx, sound, expression) so this being an exotic game state replacement for usmash seems likely. It's also possible this is just some debug, unused sub-action that somehow just hung around in the code through release.
I'm entirely sure the ranges 0x274-0x276 and 0x27c-0x27e are two additional Oil Panic related states (for all three custom variations), but I don't know what they are (one is probably putting it away without absorbing anything while another is probably actually catching something?). 0x284-0x286 and 0x28c-0x28e are the aerial analogues for these mysterious states. Likewise there are two sets of undocumented up special states, one definitely being the floating in the parachute state and the other being... something hopefully.
I'm pretty sure everything starting at 0x290 is final smash related on G&W.
A G&W exclusive function worth noting:
unk_170(0xF, 0x2100, ) on G&W seems to allow Oil Panic to begin absorbing things it can absorb.
EDIT:
From what Big O posted, I can glean the following:
donkey 0x228 Giant Punch (ground, wind-up)
donkey 0x229 Lightning Punch (ground, wind-up)
donkey 0x22a Storm Punch (ground, wind-up)
donkey 0x23c Giant Punch (aerial, wind-up)
donkey 0x23d Lightning Punch (aerial, wind-up)
donkey 0x23e Storm Punch (aerial, wind-up)
donkey 0x25c Hand Slap (ground, start-up)
donkey 0x25d Focused Slap (ground, start-up)
donkey 0x25e Hot Slap (ground, start-up)
donkey 0x264 Hand Slap (aerial, start-up)
donkey 0x265 Focused Slap (aerial, start-up)
donkey 0x266 Hot Slap (aerial, start-up)
I'm pretty sure there's a lot more to DK's down special as well in the lower states, but I'm not sure how to trigger the associated hits.