WorldX and WorldY are actually a bit of a misnomer in Unity.
They're actually the positions relative to the center of the SkeletonComponent's transform. But WorldX is already (recursively?) calculated from the rotation and position of the parent plus that current bone's offset so you don't have to worry about parents and things.
Assuming this script isn't attached to the playerSkeleton's GameObject:
The world-X and world-Y you probably want likely looks something like
realWorldX = bone.WorldX + playerSkeleton.transform.position.x;
and likewise for y.
Then use those x and y to set the particle system's transform.position every update.
Maybe.
I've never tried this before though.
Also, you can call Initialize() on the SkeletonComponent in this script's Start so the bones are ready and you can cache the reference to it.