What is really nice is Spriter's format is basically just an XML file (plus images) that describes all the animations. But beyond that, it lets you add seemingly arbitrary things like collision boxes, action points, and sound effect start/stop points, that Spriter doesn't do anything with but dutifully includes in the XML. So on the game side, you can process that information on a per-frame basis to generate additional effects.
I should have some experience with it over the next two weeks so hopefully it works out well. I'll be replacing basic sprite frame animations so my drawing does get more complex, but the bottleneck for our team is art, not code, so anything that lets art assets get generated more efficiently is a huge plus.