Sinisa wroteAs for Store, its designed to work as it is. Storing individual keys seems to me like a bit of an overkill. If you can write me an exact example as to why it would be useful to you, it would be great.
Like pharan said in the github, I'm aiming for a "non-destructive" and "more faithful version" or alternative to the Offset function we have at the moment. This type improvement caters toward wavy animations, which is (at least in the intermediate level) essential for many things such as hair, scarfs, flags. But in the general sense, I don't see much application of the Store function to the animation as a whole, because I most likely will focus on one set of bones with that function.
Say that I'm working with 5 bones to make a wavy animation. Getting the desired intensity of the motion means tweaking each bone's rotation offset. Not every object animates the same way, due to differing physical properties. The Store function is currently semi-destructive, because it automatically deletes its own data after closing Spine. And if I need to simply change one bone to a different offset, then I would need to reset the other bones as well that don't need modifications. I can offset the specific bone again, but this also adds more keyframes, which will make cleaning up and editing in detail more difficult.
There's also an issue I found while working with the Store function. In the screenshot, for some reason while offsetting the handle is made like this, instead of its original horizontal shape. Perhaps this is related to my demand for a unified handle on the end frames.
If the Store function changes to the way I want, then I would like the UI button to make it clear that the current bone has Stored keyframes and show which Curve is active, such as two colors for the Swap button. And one small tweak I would like for the Store function is to show the Stored curves when the bone is selected instead of when clicking on the graph directly.