For number two, if you have a lot of animations (I have more than what you stated in your post), don't use charactermaps for that particular sprite object as it will lag due to high CPU usage. Instead, put all of the sprites for each character in their own individual folder using the same uniform naming methodology for each file, as taught in the Spriter tutorial.
Duplicate one and use it as the origin folder for the scml.
Once you finished the animations in the scml, simply replace the content of the origin folder with other folders, click reload and then generate the new atlas spritesheet. And simply do that for each variant that you have. Use the altas spritesheets in C2.
If you previously use charactermaps for each components of the enemies like I do, then separate them into different categories of folders and then assemble all the different spriter object back in C2 using a blank C2 sprite object as the master. Once again, do not use charactermaps for sprites with massive amount of animations that you want to generate a good variety and number of.
It will be a lot of work at first but performance gain in less CPU usage is ridiculous. Charactermaps are meant for simple animations and stand-in sprites.