I actually made something similar for my engine (Blugen) that's stored in the .AIR file: stand, air, and crouch defaults. It looks like so:
[Stand Defaults]
Clsn0: 1
Clsn0[0] = -21,-68,21,0
Clsn2: 3
Clsn2[0] = -5, -80, 17, -62
Clsn2[1] = -23, -65, 29, -34
Clsn2[2] = -22, -34, 28, 0
[Crouch Defaults]
Clsn0: 1
Clsn0[0] = -21,-48,21,0
Clsn2:3
Clsn2[0] = -4, -59, 20, -39
Clsn2[1] = -24, -52, 20, -32
Clsn2[2] = -28, -32, 36, 0
[Air Defaults]
Clsn0: 1
Clsn0[0] = -24,-52,24,-12
Clsn2:1
Clsn2[0] = -30, -56, 30, -8
Now while obviously Fighter Factory and other IDE's (such as the one I'm working on) won't be able to detect state just from animation like the engine would, this data could still be stored in memory to use to apply to CLSNs from a menu.
I found a while back that you can actually store a lot of data in MUGEN's files and it won't break anything. Its parser only looks for data it can recognize, so you can easily add things such as this to be forward-compatible and whatnot. In other words, you can totally add what I just said to a .AIR file and MUGEN won't complain. It also won't complain if you do this in a .def file:
[PalInfo]
1 = CFJ default, Capcom
2 = Vampire Savior MP, Capcom
3 = Vampire Savior HP, Capcom
4 = Vampire Savior LK, Capcom
5 = Vampire Savior MK, Capcom
6 = Vampire Savior HK, Capcom
7 = MvC2 A1, Capcom
8 = MvC2 HK, Capcom
9 = MvC2 A2, Capcom
10 = Vampire Savior PPP, Capcom
11 = Vampire Savior KKK, Capcom
12 = MvC2 HP, Capcom
13 = Vampire Hunter HP, Capcom
14 = Vampire Hunter LK, Capcom
15 = Vampire Hunter MK, Capcom
16 = Pocket Fighter SP, Capcom
17 = Vampire Savior LP, Capcom
18 = A little something custom, Jesuszilla
19 = SSTK Cham-Cham, Jesuszilla
20 = JJBA Polnareff, Jesuszilla
21 = JJBA Midler, Jesuszilla
22 = Custom, Corntortillas
23 = Red and Orange, Orochi_Hadou
24 = Aisha Clanclan, Jesuszilla
25 = CvS-style LK, DGO
26 = CvS-style MK, DGO
27 = CvS-style HK, DGO
28 = CvS-style LP, DGO
29 = CvS-style MP, DGO
30 = CvS-style HP, DGO
31 = Lilith, YamoriX
32 = Reversal, YamoriX
33 = Wat, YamoriX
34 = Watermelon, YamoriX
But anyway, back to the Stand/Air/Crouch defaults: you can store any CLSN type in there.
CLSN0 = Push (Blugen)
CLSN1 = Attack
CLSN2 = Hurt
CLSN3 = Throwable (Blugen)