Well luckily, I'm wearing all of the hats. So I'll just bitch at myself when I start to slow myself down 🙂
Skeleton data and atlases aren't too big right? So having a few of them (it's a smallish mobile game) in total on a per enemy type basis should be okay right?
It's funny, because I'm wearing all of the hats at the moment, I'm trying to optimize all sides. The code is easy, cause it's just going to use the skeleton data on the object, and all the animations will be named the same, so that's not my concern on the code side, it's more the size and performance.
On the animation side, I would love to be able to reuse animations and not have to animate each enemy separately. Not sure if that changes anything, otherwise, yeah I'll probably just do as you said and use the same skeleton if they're similar enough, or I can get away with ignoring the bones that aren't needed in a certain character.