Lately I've found myself creating duplicate transform constraints with the only difference between the two being which bones are constrained.
Say you have a weapon bone with two hand-holds: hilt-hold and pommel-hold. The weapon bone has two zero-length child bones to represent these hold positions, and transform constraints to make a character's hands stay on the hand-holds.
If I want the flexibility of having the character hold the pommel-hold with either their left-hand or right-hand, I have to have two transform constraints: one constraining the left-hand targeting the pommel-hold, one on the right-hand targeting the pommel-hold.
I think there could be a lot of applications where a transform constraint is being used to simulate re-parenting and the spine user could want to be able to change which bone(s) are 're-parented'
The ability to key which bones are constrained would make it so I only ever need one transform constraint for each bone I want to 're-parent' to.