It's always interesting to learn which features are "needed urgently for Pro Quality" or even "used by all AAA engines" . Just some comments:

- "GPU skinning" is used for demos. In game engines the CPU needs access to the current mesh shape for tracing and polygonal collision detection.

- "Separate animation data" has nothing to do with "out of memory" or "AAA engines". It's used for easier assignment of bones animation in model editors. It has some advantages to load bones animation separately, but not for memory reasons. Animation matrices are very small and can't get you out of memory.