Where are the principles of animation here? Squash and stretch? Anticipation? Ease in/out? Arcs? Exaggeration?
You need stronger key poses. I've found that the best way to work on something like this is to really get your keys nailed down before you begin the process of connecting them.
I think the biggest contributor to the "mechanical feeling" LoadCartoons mentioned is the fact that Lara's torso stays so static throughout. When she reaches back with the pick, we should see more of her back because her shoulder moves farther away from the rock in preparation for a bigger hit.
She's got a bit of a Barbie doll face going on. She never even blinks. You'd think she'd at least grit her teeth when she swings the pick at the rock, or closer her eyes against the ensuing shower of dust and chipped pebbles.
Her left hand doesn't make a very convincing grab. she's just sort of putting it on a flat surface, not even bending her fingers. It looks like she should just fall right off the wall as soon as she lifts the pick. There's also a really weird frame when she's moving that hand upward -- her forearm seems to disappear. I imagine you felt that frame was necessary because of the lack of space between her torso and the wall, but a better solution would have been (again) to rotate the torso so her shoulder moves away. Not only would you then have more space to draw the arm, but the movement would feel more deliberate and would read better.
You need more frames for all this action to be clearly described.