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Oh ok, Blender, that helps in knowing that in how the editor performs.
I just asked why twist bone, not that it can't be that way, but that bone will and should never rotate as much as you show, maybe just exaggerated for this post, yes it can help on certain meshes where that part of the arm is broken up by armor, or a specific design of clothing, generally can just be done with the mesh weighting in most cases, but I do see it used a lot more now days.
PS Moves are recommended by iPiSoft, so that's what I use, I have never used a Wii, so can't comment, but Move controllers are pretty accurate when positioning controller and hand is applied correctly after tracking mode, this will take some practice, especially if you don't start your recordings in a T-pose, as I don't.
Yes, even when done right, hand positioning may, and probably will need a bit of tweaking in post, just the nature of it, but shouldn't be drastic.
Blender doesn't use adjustment layers that I know of, it just uses a scene layer type thing, so not handy for animation, so curve editing and timeline key manipulation/deletion/sliding will be needed to get adjustments looking good, but you may have your own ways.
Blenders character re-targeting has a lot to be desired also, the animation from iPi will import great, (although it will import slower than 60 fps, if PS Eyes are used and need to be sped up in Blender, if I remember correctly), and the re-targeting to a character will cause excessive foot skate and other steps will need to be done to counteract it.
You should be able to export a default skeleton right from iPi into Unity 5, and re-target and make adjustments there also, maybe even better, but of course you won't get the twist bones, iPi doesn't have a skeleton default with twist bones, but you should be able to just import and re-target your own skeleton into iPi Studio, re-target it, (can't re-target twist bones though, but iPi will export the skeleton with them), and be able to use it in Unity to make adjustments to the twist bones you show also.
Have you looked on YouTube for tutorials on that? I am not sure if the Unity forum would have answers use with iPi mocap usage, but it may, possibly this tutorial may help:
https://www.youtube.com/watch?v=Ux959so49XkI don't use Blender as a primary animation editor, I use it more for modeling and depending on your experience with it, you may know more ways to make adjustments, or try importing your entire character rig into iPi Studio and then re-export it, but I don't think Blender imports FBX files correctly from iPi, the bone orientations are messed up, so DAE, or BVH and re-targeting may be the only options in Blender, but Webanimate may be a more useful alternative to Blender for animation editing, or pre-setup in BVHacker for some fps, or other changes first.
Maybe some other users can weigh in on this topic also.
I hope some of this helps.
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