A few months ago, I drew up a super rough mockup of UI changes that I thought could solve some of the less optimal parts of Spine's UI: https://dl.dropboxusercontent.com/u/567 ... 201306.jpg
A lot of things have changed since then and Spine Editor now handles more complex setups better. I don't think these changes (or changes that solve the same problems) warrant immediate implementation or attention, but I thought it would help (Nate and Shiu) if there had a bigger pool of ideas for improvements you could pick and choose from, or argue against. I definitely don't think these are the best and most optimal solutions but I guessed it's at least useful as something to think about and push closer towards a really good solution to some old, lingering UI problems.
(1) I thought the Animate Mode/Setup Mode toggle was too far to notice or reach. Apart from giving it a shortcut key, I thought it would be a good idea to move it down next to the Dopesheet. This would make it visible at a glance and easier to reach with a mouse. Thinking about it now though, I guess a shortcut key would suffice for the reach problem.
(2) I thought the animation name was also very obscure. I thought it made sense to put the name right next to the big Animate (Mode) text and in the viewport. But also thought it would be a good place to put a shortcut to select animations instead of needing to scroll down to the animations node in the tree.
(3) Likewise, the currently selected Skeleton and Skin can have their big-text indicators too, which also double as shortcuts to switch between (or manage?) different skeletons and skins.
In general, I think indicators for "what am I working on/looking at right now" should be right next to the viewport at least and not scattered in 5 different places. Or maybe they could be scattered but not something you have to move your mouse at all for.
I guess the big-text indicators might not look so good if they're always on, especially in smaller screens.
Or there could just be a key you press to see all these things in one place and switch between them. (skeleton, skin, animation)
(4) The "bone-inspector panel" mockup is just a bunch of loose ideas as to what functionality can be moved away from the tree so the tree can be more consistently useful for getting a good read on and manipulating the hierarchy of the bones. In my mind, this is probably an alternate view you can toggle in and out of instead of one that totally replaces the current one (which has its merits for closely mirroring the structure of the JSON). It's also probably something much smaller and of a radically different shape than I drew here.
So yeah. Just ideas to get a constructive conversation going.