So in play runtime mode the expected behavior for the Skeleton Utility game objects is that they exactly match the transforms of their assigned bone transforms. In the image you will see that the manipulator for the selected game object shows that the HeadCTL bone is nowhere near the head.
The actual position of the HeadCTL bone is in near the eyes inside of the spine software program that I use to animate in. I assume it is that way in unity but the Skeleton Utility script isn't reading it that way (I guess). The animation itself is working perfectly in unity so I would assume that all the deforming bones are in their correct positions inside of unity.
All skeleton utility game objects that are in the neck and head area are not following correctly either and what they have in common is that those bones are under the influence of path IK constrains and bone scaling in the actual spine rig.
To show that the bone script is in fact engaged.