Hi many thanks for the replies, well in this case it's for a slot game - PixiJS.
The bonus round I'm creating has a monster with 3 crates that lower, he grabs them, player selects crates explode etc...
The scene itself is 1 skeleton with a bone rig for the monster & 3 bone setups under the root for the crates. The crates are identical but do twist with mesh deforms using an offset and a swing to make them appear to not be the same setup.
The crates I couldn't have as separate skeletons (as far as I am aware) because I'm using transform constraints to attach and drop them.
To be honest I have only just noticed linked meshes as well which may help in this case too -, but thought it maybe handy to have some sort of setup whereby bones and meshes could be linked as a prefab of sorts (or a smartobject in photoshop would be another good example).
Problem with the workflow has been the mode itself hasn't been fully defined and as I'm working and testing it pretty much ad-hoc so if I change something in crate 1, I'm having to duplicate all the changes for each tweak on each crate, which can take a little time.
It's nothing major right now as I'm pretty close to it being done, but thought it maybe a nice feature to have at some point.