It looks super cool! Tweeted! Also it's glad to hear it wasn't hard to implement. 🙂
When mixing 2 animations, Spine interpolates between 2 bone rotations using the shortest direction. The 2 animations are often rotating a lot, and sometimes during the mix the shortest direction pops to the other side. This popping during mixing can be jarring.
In Spine 3.5 we use much more sophisticated mixing, where the first frame of the mix the direction of the shortest rotation is recorded, then that direction is used for the entire mix. This makes for rotation mixing without popping. It isn't done when using the Timeline API, only when using the AnimationState API which I assume you don't use. It's a bit complex, but could probably be ported without having to worry about the exact details. If you are interested, here is the code which is used instead of RotateTimeline#Apply
:
spine-runtimes/AnimationState.cs at master