Thanks for the fast reply!
As per your suggestion for providing more examples of how this could be a helpful feature, here's some other character situations where this would be handy:
• Characters having a weapon clash or power struggle
• Detailed attack dodging (Attacks narrowly miss the player/seem to be timed perfectly)
• Grappling moves like the ones described in this post (Easier to animate them together rather then separately and then split them up later)
• Mounts reacting to the player climbing them/vice versa
It wouldn't be necessary for anything static or indirect to the player such as projectiles, but either being able to play an animation that has already been made kind of like the ghosting feature or part of the background while creating a new animation would be a direct solution.
As recommended, I'll simply duplicate the player for now, and set him up to grapple a clone of himself. This won't cause problems when exporting the data if the second skeleton is only required as a reference for a couple of animations right?
Edit: From browsing other forum posts I have a better understanding of what you meant by an example case. I'll whip up some screenshots soon.