Oh my god - this is wonderful and hilarious!
Keep it up!
Well, it probably would have been better to figure your palette out before making additional sprites. Unless, you have not indexed them already... in which case, you are in good shape. But if those ARE indexed, then you will have color loss when making one unified palette.
Anyway, here's what I recommend: find the planned images that would have the most contrast / shading. If she's ever holding something other than the microphone, consider this.
Put all of those sprites / images on one canvas, with a bright green background. I see that the lighting affects her clothing... what you should do is make a decent selection and use a Hue/Saturation filter (and/or other filters) to try and make the shades match better (you should continue doing that for all sprites moving forward).
Spoiler: Example of a hue/saturation filter on the clothing (click to see content)
So, with a good sampling of "sprites" (not yet indexed) on one canvas, you should now index it with Perceptual (256). Be sure to "Force" the green background color in color slot #1.
After it has been converted to indexed colors, go to the Color Table and save the palette as an .ACT file. For all sprites moving forward, you should convert to indexed colors as "Custom" using this .ACT file. You will achieve the best results by first trying to apply filters or whatever to make the clothing / skin / hair look about the same... BEFORE indexing.
That's a great walk anim, but I'm not a fan of the others. For the stand, maybe you should focus on the lower half - finding screenshots where maybe she hops a little bit, or can be made to look that way - and then the same for the top/ Splice 'em together. More animated movement = more awesome. For the jump, you should make her knees bend way more like she's kicking her own ass