Well, the console shows the left side collision being made multiple times as the actor is moving into a tile. The right side only makes the collision once and not again unless I move away and walk into a tile again. The idle animation still plays, it's just the one time and isn't noticeable, of course.
Animation priorities seem fine, I have several of my own behaviors that use it so I've spent a lot of time tweaking it just right.
I've attached a screen cap of the behavior.
UPDATE: Initially I've ran these tests with the tiles having the default square collision bounds. Since my sprites have depth this won't be the case in the end, so I've changed the bounds as so:
(Yellow and pink lines indicating the bounds)
However, when I do this the left collision starts acting up in the same way as the right collision does. The bizarre part is that things work just fine both ways if the wall is no higher than shown above, any taller and both left and right walking animations continue and the console reads as only colliding once. At this point I'm not sure if it's a behavior issue or something to do with the collision bounds. Either way it's putting my inexperience to the test. Any ideas would be greatly appreciated.
SOLVED: Instead of working with the walking behavior directly I went ahead and made a separate behavior that detects tile collisions on the side and arrow key holding. Works fine so far. Turns out I was over-complicating it.