The current scale tool doesn't give any skewing, which is what makes it hard to do squash and stretch. All scaling is done using the local axes of the bone, so you can't squish a parent bone and have the children squish. Skew has a number of problems which is why we went this way, but we will look at revising how scaling works at some point.
You can do proper squash and stretch with FFD, though this has the drawback that FFD keys are per attachment. Switch another attachment to that slot and you'll have to do your FFD again for the new attachment. The reason is that attachments may have different meshes, so FFD doesn't for one wouldn't make any sense for the other. Even with the same number of vertices in the two attachment's meshes, you can still have the problem of the vertices being defined in a different order. You can get around this problem at runtime, by customizing the region for an attachment rather than changing attachments. This is a bit awkward though.
Graph presets are planned, as Pharan mentioned.
IK pinning happens after skinning. Keep in mind we haven't decided exactly how it will work. 🙂