Oh wow.
It looks like the data being exported really is what is being seen in Unity.
So it might be an export bug in the editor and not a runtime bug. Not sure though (without the images).
I think my hunch was incorrect. It looks like the exported vertex data of the FFD keys might be the culprit.
Try opening your project and, then re-importing the skeleton from the json you exported using
Spine > Import Data...
See if it's broken.
If you can share the project too, we can compare better.
But I think you'll be able to see the problem if you use Import Data...
yourself.
You can also email the project + images to Nate so he can confirm. Let's wait for Nate to see what he can tell us.
As far as I can see though, there is a lot of whitespace being stripped. Turning it off doesn't seem like an option.
Your current setup is kinda far from ideal. Next time, you can try using the Photoshop json+png export script that comes with Spine. It should be in the Spine install folder. (Nate/Shiu, would you consider making the script a Gist on github? Going into Program Files to look for a photoshop script is a bit weird.)
It's called LayersToPNG.jsx
. It exports pngs per layer from a psd and generates a skeleton you can import into spine that has all the layers pre-aligned so you can save on setup time and not have this problem of giant images being loaded into the editor.
PS
I wonder if it's easy or a good idea to add a per-attachment whitespace stripping feature that modifies your source images + applies transform compensation in the editor instead of modifying what comes out in the atlas on export :p