GamerXP SpriteSkinUtility.Deform method is used to fill the inputVertices array. Need to use custom Deform method based on Spine's data, and it should work in theory.
SpriteSkinUtility.Deform
could theoretically be used to apply basic skinned animation (weighted bone transformation) on top of an already vertex-transformed mesh (or the other way round), yes, but with all limitations that I've mentioned above. It's just like using GPU skinning (or a worse CPU based parallelized variant), with all limitations that I've mentioned before. It may be perfectly fine for your use-case however, as mentioned.