Few things come to mind:
(1) This will not work if some bones have inherit scale disabled. (this is the case with the raptor jaw. I don't know why it was disabled there though. enabling it seems to not break anything.)
(2) Some types of scale seem to break IK? I'm not actually sure.
It may not even be a problem in your own skeletons.
Anyway, depending on your runtime, you also have the option to just scale at the rendering end. Actually, this may have been the better option anyway.
That is, when the rendering code starts using the vertex positions, all you have to do multiply it by a scale factor. (vertex position * 0.5f to scale it to half its size .)
When you scale down on the rendering end, you'll have to watch out when trying to find positions of bones or querying bounding boxes. They'll be incorrect if you don't scale the values they return (or the values to pass) too.
You may have to add a wrapper class around it to store the scale numbers, or modify the spSkeleton to have scaleX and scaleY. or just one scale float to scale it uniformly. The runtimes for some engines already have this built-in and there's nothing extra to do.