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Remember, the eye coordinates are supposed to be the centre of a (sometimes-"fake") eyeball/sphere, not the very front of it.
If your model has spherical eye meshes, then select one of the eyes, find the centre of it, and use that as the eye coordinates (usually just mirrored for the other eye).
If your model doesn't have spherical eye meshes, then you should create a new sphere object/shape yourself, move it to be centred on the model's eye, scale it up to an appropriate eye size, and move the sphere backwards into the head until the front of the sphere lines up with the front of the model's eyes. Then, use this sphere's centre as the eye coordinates, and delete the sphere afterwards.
Source's QC eye system rotates the eye texture around the eye coordinates - so rotating the texture around the very front of the eye mesh won't really do much, whereas rotating the texture around a point farther back in the head will move the texture more on the eye mesh.
Unless you plan on making other Model2 models, I'd suggest changing this line to just $ModelName "test/Model2.mdl" - it doesn't really help for organisation to give each and every model its very own folder to reside in.
(It makes sense to have a "unique" folder for $CDMaterials (if the model has multiple materials/textures), but not really for $ModelName.)
You should probably change the X coordinate here to 0.
You can't have more than one flex controller/slider with the same name in a model. (Or, technically, you can, but only one of them will affect the model, and the other/the rest will do nothing.)
The "Eyes_UpDown" flex controllers are identical, so you can safely remove one of them. The "Eyes_RightLeft" flex controllers are merely mirrored compared to the other, so you might be able to get away with removing one of them and changing the other's range to go from -37.5 to +37.5, along with adjusting the Eyeball statements' "neutral angle" (the 0 before "NotUsed") and/or X coordinate to compensate.
You can safely get rid of "Eye_Sparkle", "Eye_Back", "Suit", "eye_left", and "eye_right" here, as they're the same in both skins.
But I have a question about the ViewTarget position, is there a way to set where the ViewTarget default spawn position to be? Cuz when I import the model into the scene the ViewTarget spawns at stomach height.