Emi Your explanation of your skeleton is very clear, but I'm afraid that I don't quite understand much about each of the issues. In particular, I did not understand what situation (1) was referring to. I would appreciate it if you could provide a simple example of a Spine project that could reproduce the issues.
Regarding the question (1), I think it is possible, but the fact that your art style is pixel art makes things quite complicated.
I think that it would be a lot of work to try to create all the different sized characters on a single skeleton using skin-constraints, so if I were you, I would create a different skeleton for each character of different sizes. Just to add in case you don't know this, even if the skeletons are separated, the animations from a skeleton can be imported in others and used as long as the bones all have the same name. Also, if the Spine runtime your project is using is spine-unity, it is also possible to separate the animations as AnimationReferenceAssets and use the AnimationReferenceAssets for other skeletons.
Regarding the question (2), it depends on what you consider to be "working". If you meant the constrained bones don't move at all by that, it might not work because the constrained bones might be shifted if their position is changed by skin constraints.
Unfortunately, it is not that easy to handle different sized characters in a single skeleton. We have an issue ticket for improvement: EsotericSoftware/spine-editor642
You can find links to posts from other users who are struggling with this issue.