Thank you for such a swift response, I understand.
For the default skin/setup pose, the problem lies with hiding unused sprites/attachments, an example might be an animation that contains a number of fx as a png sequence (shines, twinkles) that should not feature/appear in the setup pose. At the moment, I'm having to 'hide' them for the default skin/setup pose and then keyframe the visibility in the animation. It just doesn't feel like I'm following the correct procedure, but I guess it's the only way without setting up an animation specifically for a pose (which I suspect would cause lots of issues moving forward with our framework - jumping between animations just to display a static image).
I guess the answer is to just insist the studio set the default skin to match the first frame of all the animations but they've said this is not industry-standard which is why I'm investigating. It also causes further issues when we have one spine file for all the symbols as the default skin obviously doesn't apply to all the symbols, I've got round this with skins in the past but even that was problematic as they did exactly share the same slots etc.
Apologies, I find it quite difficult as an amateur to describe exactly what the issues I'm encountering are.