When making a rig for a animator, they ask me to add drivers and constraints. However I know that when the model is exported, they remove all the drivers, constraints and IK, because this information doesn't always export or import correctly it depends a lot on the software you use.
All I can recommend is that you check that all animations work with special controls removed, before exporting it. In Blender you can use the "Visual LocRot" option to capture the model as you see it at that frame, removing the drivers and constraints should then not alter the animation.
With .fbx you should capture the animation data on all the bones on the first frame, the fbx exporter ignores bones with no animation or no changes.(My models often loose there toes because I often don't animate them)
If you are in need of motion capture data here: http://www.motioncapturedata.com/2009/04/male-bvh-mocap.html
These are clean but should still be considered raw data, that is you build animations from it and shouldn't use it as is.
Humans get tired so making a looping animations needs some tweaking. Also using the animations on some characters will make the character behave in a feminine way because of the way the body sways, these kinds of things need to be cleaned up on all motion capture data.
Never use shape keys(Morph targets) for rotation animations, they only store direct movement from one point to the other and as such cant rotate around a point.