I've played a bit more with this, and have been having some fun.
I was able to spawn multiple monsters on the screen, and give them touch events to play their posture animations.
I was able to a fluid loop animation by adding a copy of the first keyframe (on the first frame) to the last frame of the animation in the Spriter, and saving the resulting scml.
I see in your notes that looping ,bouncing, and sound are still on the todo list, again, wow! great work!
I did some testing, and was getting framerates of 8-34 on my Nook color running 3 monster instances in idle loops
when i changed to 2 monsters, I was getting ~45fps with drops down to 14 / 15. (I use nook for testing because it is my slowest device)
I imagine that less complicated structures would have fewer timer / transition objects, and would likely allow more on screen at once.
I figured that you could want two complex monster type figures, maybe battling, along with background and other small animations, so that's why I was going for 3 monsters.
I am going to poke around in there tomorrow, and see if I can figure how to expose an individual piece of the entity to touch or collisions.