Sure, I can post the finished project, but that ruins the fun a little so I'll wait a while. 😬 If I post it, there would be a strong temptation to just look at the solution rather than figure it out. Better not to tempt!
Probably you are running into "world rotation wrapping". World rotation is defined as the direction the bone is pointing in world space, which in the Spine editor is screen space, ie your monitor. There are only 360 degrees in a circle. As a bone rotates, at some point its world rotation has to jump from 359.999 back to 0. That jump can wreak havoc with your slider or transform constraints, since it will cause the target bones to jump.
0 world rotation is pointing right, which would be 03:00 on a clock. That's why you see a jump at 03:00. As as you rotate clockwise past 03:00 you jump from 0 to 359.999 degrees world rotation.
To prevent jumps with your constraints, use local space by checking Local
on the left (source bone) side of the transform constraint properties. In local space the local rotation is defined so 0 degrees is pointing in the direction of the parent bone and any other value is how far from 0. In local space you can go > 360 or < -360, around and around, without any jumps back to 0.
It's so common to use local space on the source side, maybe it should be the default. 🤔