What is the issue with IK constraints? These are implemented in the generic runtime (eg, spine-c). When extending the generic runtime, you just need to implement rendering. There is not anything that needs to be done for IK for rendering. It sounds like you are writing a runtime from scratch? This is going to be a lot more work.
The problem with SpriteKit is likely that rendering images requires positioning rectangles by setting their scale, rotation, and translation. Is that right? If so it means no meshes and no non-uniform scaling (unless the attachment is aligned with the bone). If you are ok with these limitations, it should be perfectly possible to implement rendering using SpriteKit. Other runtimes do this, such as spine-corona and the flash
package in spine-as3 (example).
We would like to add support for additional runtimes. At the top of the list is Unreal Engine, but just after that is SpriteKit. Sorry, I'm sure you'd prefer SpriteKit first, just being honest. UE is quite big and popular, but also SpriteKit not being able to support meshes or non-uniform scaling reduces it's value as a runtime for Spine to support.
It's quite hard helping everyone using Spine on these forums and emails, fixing bugs, implementing new features, and still finding time to add new runtimes. We are doing it all, it's just a matter of time. I'm afraid I really can't say when. Until then, if you'd like to work on a SpriteKit runtime, we are happy to help with any problems you run into.