However, I have had several situations where I wanted tiling textures. (e.g. a repeating beam which stretches from point a to point b and looks bad the further it goes)
This could maybe achieved with the new path-functions.
Turning spine into a full-on level editor might be overshooting.
I understand. Sometimes with JavaScript also InkScape, Illustrator or Photoshop could be used a level-editor. Maybe someone utilized also MS Word for that. But creating self a complex tool for level editing which would share most of the same tools and gismos like: rotate, scale, position elements, drawing order etc. would cause also a lot of developement time. But using Spine would have the advantage to develope only the "decription of the json file playing". Reducing the chance for bugs in your own engine. Physics, pseudo-physic-logic etc., sometimes is a platform only a picture, sometimes it is a moving picture with collision masks etc., you have to implement all possibilities. Not only logicaly, but also visualy.
So using JSON for Level Data could be the answer. And naming some bones and slots for special platforms etc., could be reduce the developement time.
Awesomenauts Editor and Swords & Soldiers (Ronimo Engine)
The editors of the Ronitech engine - YouTube
please look at the trees, this could done with the new path tool
The level art tools for Swords & Soldiers II - YouTube
and we all know
UbiArt Engine for Rayman etc., I mean not the 3D stuff, but some of the lighting is also possible in Spine, it could be prewied in Spine, but your own Spine interpretation could utilize the bounding boxes, special sprite-names, or the blending etc.
Rayman Legends: UbiArt Engine Explored - YouTube
How Rayman Legends Is Made! - YouTube
iForce 2D Rube for Box2D Physics
Introduction to R.U.B.E Box2D editor - YouTube
InkScape is using as a Level Editor e.g. in a Game Maker Project
InkBridge for GameMaker Studio (two way interface for inkscape to room files) - YouTube
You will see, in InkScape mostly positioning, scaling, copying is used. But InkScape has no "native" animation capabilities.
The idea is simple, not beginning coding a Level Editor from the Scratch :-) but using your favorite "animation" tool, because your "Engine" could decode the format allready.
So scripting in Spine?
Or some Macros
It could be interesting having all World-Elements in Spine, but reposition them into the centre before exporting into a JSON.
And your game engine could ... depending on bones-hierachy ... seperate your World-Elements again.