There are context clues in the PSA of Bowser.
Outside of that, check the article floating points page for more of Bowser's special settings and such.
http://opensa.dantarion.com/wiki/Article_Floating_Points#Bowser
For example, Subactions 1D4 and 1D5 involve the Whirling Fortress, his UP+B.
Action 118 has references to 1DS, the air whirling fortress.
It changes to 117 on the ground so you can assume that it involves subaction 1D4 despite it not stating it directly.
Actions 119 and 11A has the startup of Ground and aerial Bowser bombs respectively.
For Wario, get a hex calculator. All his bone indexes have 190 IN HEX added to them. I can remember from my experiences from making this:
http://www.youtube.com/watch?v=WnkVukU5WOo
that
ADDING ANYTHING NEW USING THE BONE INDEXES USED BY THE PSA LIKE 190 WILL FREEZE THE GAME.
Instead subtract 190 and you will get the proper bone index on the Warioware Wario costume.
This may desynch things with The Classic costume, but it's better than always freezing.
Just use bone 0 for almost all hitboxes. Leg, knee, feet, Hip, Waist, and Bust bones are the same across both so don't be afraid of using these indexes as well.