@Rudy2d3d, you may want to reconsider the premise that you must have SVG. Sure, SVG is pretty great for some things, but rendering using raster images has its own benefits. Nearly all games use raster images. Given how prolific games and the use of raster images are, I have to question if raster images would meet your needs.
Spine won't have node-based programming any time soon, sorry. FWIW, lots of people who are not programmers can work their way through using JavaScript. It's not terribly difficult and a useful skill.
I agree 100% about both using an online-only tool where both the tool and all your assets are out of your control and about paying via a subscription.
It's possible to use raster images in Spine and SVG at runtime. There are two ways:
1) Real vector, where the SVG is rendered at runtime using geometry.
2) Use the SVG to create raster images at runtime on-the-fly at a size appropriate to the user's device, then render as normal with raster images.
However, both of these are very complex, likely beyond the skills of most programmers.
There are some reasonable alternatives when you want crisp graphics, for example:
1) Provide high enough resolution raster images so they still look good on high resolution devices. For example, does the 4.0 release blog page look bad on either your desktop or mobile devices? It's using raster images and a single atlas.
2) Provide multiple atlases at different resolutions, then choose the one closest to the user's screen resolution. This gives you good quality at both low and high resolution user devices.