Hi gobione, from what I can tell if you flip a sprite in the Spine editor by animating x or y scale to -1, things work fine as is with SGG_SKSpineImport. I've already tested that and have an example working in an app. I think the skeleton itself can be flipped with the existing tools, but you'll have to double check the example file.
Also worth noting - you'll have to follow claybear39's post to get these libraries set up. That's because they are not yet implemented in Swift, but Apple's interoperability between Swift and Obj-C works really well. It means you'll have to set up the bridging headers. I can see lots of benefits to an official fully Swift and SpriteKit runtime, but the SGG_SKSpineImport libraries may be fine once I've got the IK constraints implemented. (If you don't use those, you're already set with the SGG libraries as is.) Although due to differences in Swift and Obj-C (I think that's why) you may want to add in what I posted on ben_ 's thread on the runtime forums. It's a getter/setter method for the queuedAnimation property. If you don't explicitly state it there you'll end up with a nil reference thrown to the REPL loop and it will crash everytime in Swift.
If you want to wait, I plan to post my updates to the SGG_SKSpineImport libraries on github after I complete the IK constraints classes and methods.
On the implementation of the IK constraints - I have a question for Nate or whoever handles the runtimes on the esoteric software team: (I'm referencing the official generic C# runtimes) where do you find the values in the JSON data to set the BoneData's properties FlipX and FlipY? Are those inferred somewhere by getting the pos/neg sign from the scalar values? Also, where do you get the alpha/mix property for the IKConstraintData and IKConstraint? I'm guessing this is something that can be specified in the editor to say, for instance, I'd like to weight an IK Constraint to 0% in an animation so I can basically use FK animation, or 30% for a partial effect. Is that right?