More options isn't better. π Fewer options that still handle all the use cases is always better. I didn't want multiple export file formats, the simplicity of one file format was the whole point of the change.
Thanks for explaining your use cases. I see how you guys are using animation import to spread work across your team.
Import was implemented to allow data to be pulled into Spine from other tools. Eg, someone used this to migrate data from Spriter to Spine. Import wasn't intended as a way to move skeletons and animations from project to project or skeleton to skeleton.
I've implemented a new feature: Import Project. This allows a skeleton or an animation to be imported from a project file into your current project. This can be used in your workflow described above to pull animations into a "master" project.
Animations imported this way can be imported to a skeleton different from the one the animation was originally designed. This only works if the bones (and slots and attachments if keying slots or attachments) have the same names in both skeletons. If not, you will get warnings showing what could not be imported. Eg, try importing the dragon "fly" animation on top of Spineboy. Only the "head" bone is the same, the rest will give warnings. The import still works, it is just partial.
As a bonus, due to the way importing from a project had to be implemented, you now have "Duplicate" buttons for bones, slots, attachments, and skin attachments. Enjoy. π
This new stuff is in v1.3.0+, available now. I tested it pretty thoroughly, but there may be issues. Always keep a back up of your data!