This is really awesome work and now the integration looks really professional! This is the love that the Unity editor support needed.
Some more gizmo info in the scene view would be great, for debugging, designing etc (icons with slot names attached to each slot, current slot name, rotation, bone length etc that you can toggle on/off)
Some more things I'd like to see (and now I'm just thinking greedily and maybe things like this belong in examples ):
- For the ragdoll effect - I'd love to be able to apply it interactively like in the "Clumsy Ninja" app so if I pick up one of my characters by 1 of its bones at runtime, then it "hangs" realistically from the selected bone until the character is placed on the ground again https://itunes.apple.com/se/app/clumsy-ninja/id561416817?l=en&mt=8
- A built-in helper to provide "look-at" support for eyes. After setting up which bones are eyes and pupils and the extent of the eye whites, then a simple script attached at runtime to a game object should allow the eyes to look at and follow the movement of it. A similar script could be used for targeting systems too for weapons that should point at a crosshair game object or at a target.
- Like you intimated in the video, automatic creation of colliders based on the mesh would be great