Thanks for the screen shot. one quick observation is you used “L” and “R” instead of “Left” and “Right”. That has the risk of layers binding to the ”L’ and “R” viseme tags instead.
If you go into character animator and click on a layer such as “R Brows”, in rig mode plz look at the tags section. I like clicking the “A” icon at the top which shows the tags as text. If you name a layer the same as a tag, it will auto tag the layer for you. Otherwise you have to do it by hand. The tags are what behaviors look for. If wrong tags get assigned (missing ones or extra ones) things can go wrong. So I would do a pass through to check the tags.
The next suggestion is to open up the “Walk” behavior I assume you added to the root of the puppet (It is not in the nested layers from the screenshot - and I am at work, so cannot check out puppets etc directly until tonight). What may have happened is it is looking for “Left Profile” and “Right Profile” for walk behaviors. But your body does not have those layer names. You Head does. So which might have happened is the Walk Behavior found “Left Profile” under Head, then proceeded to look for legs and arms only under that layer (And they don’t exist there of course). That might mean you have to create a higher level “Left Profile” layer around the required artwork to swap out for different views - up to you whether than includes the Head or not. (Or tag an existing layer like “Body” by hand. I like putting the layers in explicitly because it makes things clearer and makes it easier later if you want to add more profiles.). I suspect this is the problem you are facing.
I renamed all the "L" and "R" in layers to "Left" and "Right" to get rid of mouth tagging collisions.
The Left and Right arms were named backward, so I fixed them for now.
Added a top level profiles for walk behavior.
https://drive.google.com/open?id=1y8A8pFuFN7mn3AnpNai91MoP2bjg6oBc
Its not perfect, but its closer to what I think you want.