Well, the easiest remedy would be to map the legs the same way you map the head which is by using Equidistant cylindrical projection (which is what some world maps uses). This leads to equally distant and proportionate longitudes.
this is no problem for simple shapes like spheres, the problem is when you deal with compound shapes like the toribashian legs, which is a compound of a half sphere, a cylinder and another half sphere.
here is the map i use in
shader tb.
apparently, in nonshader toribash, the cylindrical piece (the large rectangular area in the uvmap) is the only area mapped properly. the components of the sphere is ignored and replaced with the edge pixels of the cylinder area repeated or stretched.
the mapping is there, but i guess they put emphasis on the cylindrical area first.
TB CAN and DOES implement proper UV mapping (as seen in the box parts of the tori model (hands, 'ceps, feet, etc)
I hope the next versions would address this quirk about the legs.