Ashley Thanks for the comments, so no magic bullet, I'm not surprised after my research, but I wanted to check, in case I was missing something (I also want to use C3 SDK to keep plugins more easier to maintain.)
In parallel, I have already bitten that bullet. However, I want to check with you on this, because it's using mesh deforms and a lot of webgl effects and it's complicated (10k lines of code as I mentioned, using meshes, custom shaders, etc.) - so Spine-ts is rendering directly to the canvas using webgl. However, you cautioned against this due to C3 controlled batching, etc.
Before I start asking questions - is this what you meant by render directly?
(Current status - I have the Spine render to C3 canvas working, but I'm debugging save/restore state, calling EndBatch(), etc. to make it co-exist with C3, I may render to texture instead of direct to C3 Canvas FB and hopefully the rendered texture will be usable w/o a big perf hit for render to C3 canvas using C3 SDK to render the Quad to C3 canvas, Set up a new texture, etc.)