Looks to me like you have at least 56 drawings to do. My suggestion. Focus on one action at a time. The existing sprites could easily just be painted over if the clothing style is tight otherwise you will need to do some overlay. I might suggest adding a few extra frames between these ones or your animation will be either really fast (high frame rate) or really choppy.
2D animation is a process. Just like writing lines and lines of code. A 2D animator is in it for the long haul. Even with much of today's bone systems, tweening of flash and even the advanced algorithms used for vector deformation don't make animation "easy". If you want art to look good you have to spend time on it. Really this type of sprite sheet is pretty old school, but if you're programming a tile based game that doesn't have the code to recognize a lot of the new methods for animating sprites then this method is still the ideal way of saving time on the way your character moves. Keep in mind your making a video game, your players use the controls to make this character move. If the character's movement is boring whats the point in controlling them?
Suggestions like breaking up the limbs and body or linking a bone structure is wise because it allows you to paint a single sprite and simply puppet the movement, of course this means your character is limited in how it moves. The nice thing about a sprite sheet is only limited by how many frames your game is programmed to handle and how many your willing to draw (or have drawn). Don't forget you have to draw the tiles for the level as well.