OK, since I did a ton of moving elements of the HUD around in my "Classic HUD", here's more or less what you need to do to rearrange stuff for your HUD.
Basically, almost every element of the HUD has its texture stretched to fill a single rectangle, the position of which is controlled by a mere four vertices in one of the model files in info.pac's MiscData[30] folder.
Basically, here's the process you go through for moving a bit of the HUD; say you wanted to move the franchise icon about a third of its width upward. Its vertices are stored in the file contained in the Vertices folder of the InfMark model, and here you can find a number of important information. Look under the "Vertices - Vector3[] Array" tab to find out the vertices' values; in this case, they go from 0.4 to 6.8 X and -1.7 to 4.7 Y, pretty much no HUD stuff uses Z-coordinates. This forms a rectangle of length 6.4 in both directions, so you want to add about 2.2 to all the Y coordinates.
To figure out where to find the data, add the MDL0 Offset and DataOffset together (ignore the negative sign on the former), and convert them to HEX. Then open a HEX editor and look at this offset (in this case, 0xCE0). The vertices will be listed here; since most of the files use "Int16" format with no Z-coordinates, each vertex takes up four bytes, two for X and two for Y (Int8 uses one apiece). The "Divisor" field in BrawlBox tells you how to convert these values to understandable values; first of all, convert the 16-bits to signed decimal integers, then divide by 2 to the power of the "divisor" specified. For example, the first Y value in the file is "4B33" = 19251; divide this by 2^12 = 4096 to get 4.7. We want to add 2.2 to this, so multiply (4.7+2.2)*4096 = 28262 = 6E66 in hex. Similarly, E4CD = -6963 / 4096 = -1.7, add 2.2 to get 0.5 * 4096 = 2048 = 0800 in hex.
That's pretty much all there is to it; I'd suggest using my "fully rectangular HUD" as a base as it's got everything aligned to right angles, including the character names. I haven't experimented with changing the divisors to allow for bigger coordinate values, or even changing the size of rectangles that much, but I presume it's possible. Z-coordinates or changing Int8s to Int16s is probably not going to work, though.
Here's a list of all the files I know how to edit and some useful stats pertaining to them:
Element Model File Vertex File Offset Divisor Format
HP symbol InfDamage0 hp__lambert93 1600 2^6 Int8
% symbol InfDamage0 pers__lambert84 1660 2^6 Int8
Ones digit InfDamage1 (only one) C60 2^13 Int16
Tens digit InfDamage2 (only one) C60 2^13 Int16
100's digit InfDamage3 (only one) C60 2^13 Int16
Baseline InfFace base_lambert108 2C20 2^12 Int16
Name InfFace name__Character_Name_Mat 2D60 2^12 Int16
Series Icon InfMark (only one) CE0 2^12 Int16
The only things I don't know how to edit properly are the BP and BP backdrops; stocks can be moved by changing the bone locations in the InfStock model (pos0 = 6+ stock heart, pos1 = 6+ stock number, pos2-6 = stocks 1-5).