Fantastic, Thanks! I'll keep you posted on the progress
Runtime works like a charm. You can see a sample here: https://www.defrac.com/sample-spine/
Code is available here: https://github.com/defrac/defrac-gaming/
I noticed during debugging that you're calculating unnecessary vertex information. For example in the raptor, a SkinnedMeshAttachment uses only triangle indices in the range [0, 30], yet there are 80 vertices for which the whole weight-calculation is performed.
I'm not sure if this is old news to you and maybe this has already been fixed? The simple solution would be to emit only used vertices in the exporter.