Ok, it looks like triangulation didn't work so well. I think Rob/ProudLittlePinwheel from that thread mentioned the his triangulation doesn't handle concave polygons. 🙁
The way it would work with BoneComponent is you would create a GameObject, add the BoneComponent, and specify what a bone for the BoneComponent. The BoneComponent keeps the GameObject at the bone position. Now you can add a collider to the GameObject and the colliders will be in the right place as the bone transforms. You'd then do hit detection using the colliders. This is a bit simpler than bounding boxes, though it has the downside that the colliders are not Spine attachments, so can't as easily be changed during animations.