Just playing 20 idle animations is actually computing over 40,000 vertex positions on the CPU, drawing 25,000 triangles, etc.
See the link I posted about the metrics view, which discusses performance issues.
The percentages from your profiling are with how many skeletons?
spAnimation_apply
applies the timelines. Each timeline is quite cheap, but many can add up. Fewer timelines will do less work. If you use the latest version of Spine, it will show more metrics, such as the number of timelines in your animation. You can change back to the older version of Spine after looking at the metrics view, just don't save your project else you can't open it in the old Spine version. You could also use the Spine trial (which always runs the latest version) to open your project and look at the metrics view.
spVertexAttachment_computeWorldVertices1
does vertex transforms. Prune will help, potentially a lot.
drawBatchedTriangles
can be reduced by using fewer vertices in your meshes, if possible. However, if cocos2dx reports the skeleton as having 3800 vertices, that sounds too high based on your metrics view. 84920=17,000 while 380020=76,000. It would be worth figuring out why they don't agree. You could pare down your skeleton, or maybe try a new skeleton with just 4 vertices, and see what cocos2dx says versus what the metrics view says.