Then I would suggest not baking the atlas every time the user switches equipped items but instead following the Spine Examples/Other Examples/MixAndMatch
scene, where the script shows how to either repack the atlas or just assign attachments from different textures without rebaking:
spine-runtimes/MixAndMatch.cs at 3.7
It would then potentially still help to pack as many items as possible into bigger item-atlases to avoid having 15 textures (and draw calls) per character, if you can group them in a reasonable way. You can test its impact on framerate and number of drawcalls via the Unity profiler or simply via the Game window Stats
view.
Thank you for the quick response @Harald, i'll be waiting for that.
About waiting for parallelization: @badlogic is right about the texture upload, if 10 characters are switching items at once, there might very likely still be framerate hickups when repacking multiple atlases due to the texture upload. So I would first try not baking the atlas at every character, but instead use shared item-atlases as described above.