Hey, that answers my question, thanks.
I thought that I had it working by simply setting the 'atlas assets array' to be empty in the 'skeleton data asset'. This allowed the 'skeleton animation' object in my scene to load up fine with no atlases. Then I could load the desired atlas using addressables and assign it as you explained before.
This worked fine in the editor but failed in a build with the error: "Error reading skeleton JSON file for SkeletonData asset: skeleton_SkeletonData"
In the inspector for the 'skeleton data asset' it says "AtlasAsset array is empty. Skeleton's attachments will load without being mapped to images.". Which sounds like the exact behavior that I want and also sounds like having an empty atlas array is supported.
Does this suggest that the error that I'm getting in my build is actually a bug?
I have also seen references to 'RegionlessAttachmentLoader' in the spine source which also may suggest that having no atlas is supposed to work.
I tried to look into making a custom attachment loader but I couldn't see how to make the 'skeleton animation' object in my scene use my custom loader.
Sorry for so many questions, hopefully nearly there. Thanks again for all the help.