Hey Nate!
I know there's a similar thing in the Trello board: https://trello.com/c/r3G02ZXp
But that's for export. The ambiguity there being, that someone might want to use "useless" keys.
I'm not sure if you prefer that one or this other feature. Or see a place for both, as they do technically function differently.
I want to be able to:
Click on a button and Spine will check all the timelines and tell which ones only contain keys that have values that are equal to the setup pose values, and if it does, remove the all the keys (and that timeline) from that animation.
The context:
We've recently had to make a game scene with a cheering crowd animated in Spine.
I imagine all these useless timelines add up given enough instances of AnimationState.Apply.
But, on the Editor side, I think it's is important for the animator to have this ability to copy and paste several keys that comprise a pose without thinking too much about it. Cleaning up the potential/resulting mess should be made easy to remedy. Makes for better productivity, IMO.