I think there's some confusion over how the term "spritesheeting" is used. In our blog post, we meant the optimisation of combining many images in to fewer images, which has many benefits ranging from performance to download size. I think this thread is more about the process of importing and using spritesheets in Construct.
I don't think it's a good idea to give C3 an unmodified spritesheet and force it to use that. It's effectively a de-optimisation, because currently C3 is able to pack animation frames from a wide range of objects in to a single spritesheet, bringing greater performance benefits. Both C2 and C3 also do extra processing on the spritesheets it generates - for example often naive exactly-adjacent spritesheets have issues with color bleed between frames, especially when scaling them down. Construct does some extra processing like padding and repeating the outer rows of pixels to guarantee there won't be visual artefacts at runtime. If you use the spritesheet your artist sent you directly, it could actually cause these glitches, which we know from past experience users will immediately file bugs for. Also unless it adheres to various technical restrictions on power-of-two sizing, on some systems it could also display with different visual quality - again C3's spritesheeting algorithm is able to guarantee this won't happen. It's really quite a sophisticated pipeline with many non-obvious aspects. So I really think this is something the editor should be doing for you - it both improves performance and helps ensure the best visual fidelity.
As for importing updated spritesheets to better use them in C3, I'm sure we can make some simple changes to make that easier. It sounds like an "import spritesheet over existing frames" option which keeps all collision polys, image points etc. and just updates image content from a new spritesheet would do a lot to help. Does that sound like what you need?