The issue you're encountering with the Phaser Canvas renderer is due to its inherent limitations. The spine-phaser runtime, when using the Phaser Canvas renderer, does not support meshes, tint black, or blend modes. This is why some attachments are missing when you switch from WebGL to Canvas. Specifically, the Canvas renderer cannot handle mesh attachments, which are likely used in the Spineboy example.
For more details, you can refer to the spine-phaser Runtime Documentation and the compatibility notes.
To summarize, the missing attachments are due to the Canvas renderer's lack of support for certain Spine features, particularly meshes. Using the WebGL renderer is recommended for full feature support.