Best pratices with multiples animations sets and Skeletons

I have different animations sets coming from different assets packs.
Like one for a spear and shield set, another for bow, another for sword, etc.
They all use the UE5 SK_Mannequin skeleton (SKM_Manny).
This result in having several time the same Skeleton imported and present in the game folders.
This seems redundant, and quickly increase the size of the game project.

But the different skeletons have different sockets for different weapons types.
The socket for the spear can’t be in the same position that the one for the bow or sword.
Same for the sockets for the trails effects for the different weapons.
And it is not for the same characters, but different ones (different types of enemies).

I know it is possible to make all the sockets into the same skeleton and use it for all the animations, but I wonder if it is the “best practice”.
But I can also keep using the different skeletons all together. But I fear this will increase the size of the game when build.
Anyone has recommendation ?

Probably best way out of this situation would be to build an Editor Widget that could copy over the sockets of all of the skeletons to one output skeleton to unify the differences between them.

Not sure if unreal’s skeleton re-targeting system has socket options.