I'm pretty new to using Github, but I wanted to try contributing a bit, so I've created my own fork, which you can find here: https://github.com/ThirdPartyNinjas/spine-runtimes
I've made a few modifications to the XNA runtime, and I'd like to get some feedback.
1) I changed the example project to use a content project. I've been away from XNA for quite awhile, but I think this is still the preferred way to handle assets in XNA based projects. It's also important for #2.
2) I created a content pipeline extension to process atlases. I also added support for the json-array and generic-xml exporters from TexturePacker. I made sure to set the textures up as ExternalReferences, so they won't get embedded into the xnbs multiple times. (Lots of little fixes still to make in here. Rotation direction, processor parameters, image path, etc.)
3) I added a new skeleton renderer called SpriteBatchRenderer. My games use SpriteBatch extensively, and using the SkeletonRenderer class would prove difficult for me. There are significant drawbacks to this approach, of course, but I think this is better for my needs.
The next step in my plan is to move SkeletonData over to the content pipeline as well, but that's significantly more involved than the Atlas class, so this seemed like a good point to break.