Honestly, timeline support would be a game changer.
Didn't realize I needed until just now. Ran into a timing issue that would be so easily solved with timeline.
Edit:
Figured out a workaround using Unity 2019's new Signal Emitter and Receiver with timeline.
You just need to add a Signal Emitter to your timeline, then add the SignalReceiver script to the object you need to react to the emitter. Then call the function you want to run from the SignalReceiver reaction.
public void PlayKissAnimation() //called by Timeline Signal Receiver
{
skeletonAnimation.state.SetAnimation(1, Kiss, false);
skeletonAnimation.state.AddAnimation(1, Blink, true, 0);
}