It definitely still has some problems 🙂 But its getting there heh. Attachment, Draw Order, and other "Instant" keyframes don't work perfectly with SkeletonAnimator in certain cases... especially when blending.
Baking has one other really cool use, and that is for taking "Rigs" in Spine and turning them into native Unity objects. Like... a background tree or foreground shrub that you want to move dynamically with wind or as a character runs by. Baking supports Skinned meshes so you can Bake objects like that without any animation and then drive the bones with code, and get all the benefits of GPU skinning from Unity instead of the overhead of a Spine Skeleton (all CPU).