@Alvaro_B Answering your questions from the email here so that others can also benefit from the insights.
[..] the problem I am having is not present between SkeletonAnimations and SkeletonGraphics but rather the Skelenton elements and PNGs exported from the same Spine file.
If you compare both elements, you can notice visual discrepancies in the level of detail. I believe (in my little experience with Spine) that a PNG file has a better level of detail because all the parts are flatten, while in the Skeleton elements the textures are packed in together, lowering the resolution of the image (maybe?).
No, atlas packing at scale 1.0 does not resample or scale-down the attachment image size, it creates an identical copy, potentially rotated if it fits better. If the output atlas size is configured to small, export would fail with an error message saying that. If you look at the exported atlas textures that are used in Unity, they all contain the properly sized images.
The difference is most likely due to your Spine Editor viewport Smoothing settings using either 0 for pixel art (equal to a nearest-neighbour or also called "point" filter on the Unity side) or having Keep edges
enabled (the default) which will use a point-filter for transparent pixels. If in Unity you are using Bilinear filtering, you are smoothing the transparent pixels. As I said in my earlier posting above, just change your atlas textures Filter Mode to Point to get a similar behaviour.
This loss of detail is particularly troublesome because my target platform has
screens with a high pixel count, such as 2k or 4k. And to add context, in my game the spine elements are animated and then replaced with a PNGs of the same obj, like "turned off" so as to not draw any memory. They are supposed to seamlessly transition to one another.
I'm not sure if this is an additional issue, perhaps you mean different blending on the single-part skeleton vs. the still-image PNG of the same object. Please note that you should also use the same color space in Spine as in your Unity project. If you use Gamma space in Spine (the default), but Linear color space in Unity, you will receive different blending. You can then either change the Color Management setting in the Spine Editor or change the Unity project to use Gamma space.