Perhaps you should post something in the help wanted section like "will pay for cc plugin/or fix to a cc plug in."
You could try contacting people who developed previous cc plugins like rojohound or arsonide, they might be able to add a "unload from memory" action (I can't speak for them though, but even if they can't they might be able to guide you to someone else who can help).
You could also post to other forums where c++ programmers reside, and hire someone to fix the plugin for you (probably quicker/cheaper than making a whole new one).
I realize you said there isn't time for you to implement a workaround, but in case it could potentially help anyway, what I would recommend (without knowing the specifics of your project) is putting the animations in separate objects and having those objects all in a family so you have one set of code controlling them. You can then pair up those objects with the base object used for gameplay via uids or the pairer object.
Unless it would require a thousand objects or something. Then I would recommend putting multiple sets of animations in each object, but still splitting them up to reduce usage, and determining what set to use based off of variables:
Set animation to: sprite('type') & "Default"
Results in: "spritetypevariableDefault"