The elegant way should be to correct the situation at character level, even if some adjustment would be needed further on animation work.
This also would be a " fantastic challenge and a good learning way to revise our animation work" hehehe ! just kidding with you Yves !
No seriously, Personnaly I had to revise all my Tin woodman animation cause Tin's shoulder-control bones has changed at character level,
So I can figure out the problem... but doing so ,I took this time to handle some other issues on my work and the final result is better.
Who can say that his anim work is perfect and final ? so it's never to late.
Beyond that ,scaling arm/forearm proportion individually is a working solution but will need extra "muscle cp" tweaking work to fix bad joints behavior when the scaled bone are rotated... Can we say that this is a better "time saving" workaround ? ...I'm not sure !
From my point of view , this is a "minor" change at character level...but of course mean a revision of all actions done with the character...
...that's the facts but at the same time, the overall results would be a better animation experience and a better look of the character.
Those specific characters are great but they will always keep a "newbie" look cause of that deformation.
Remain me small people with dwarfism who sometime have this problem.
The character I would recall to revision is : Klu-Klip , Woot , Loons , Yves mention Nimmie ( maybe it's less evident since the character is taller ? )
So that's all I have to say about that
I'll wait for a decision on that issue and will comply to it
I wanted to mention it clearly one time , now it's done ...sorry if this hurt some feeling