Simple skeletal mesh with sockets VS Complex skeletal mesh

Hi, I need to create a character that contains 10 rigid moving parts. I see two ways to do that:

  1. Do a skeletal mesh with 1 triangle and many bones. Then attach those moving parts to the bones as sockets as static meshes.
  • No overhead of skeletal mesh with a lot of vertexes;

  • Easy to change meshes (damage system);

  • Easy to remove meshes (dismemberment);

  • Each part will add 2 draw calls;
  1. Do a complex skeletal mesh where all moving parts are just 1 mesh and they have discrete weights (0 or 1) so each bone moves only one part.
  • Only 3 draw calls;

  • Slightly easier to operate since it’s one object;

  • Difficult to change meshes (dismemberment is ok though);

  • Overhead of skeletal mesh with a lot of vertexes;

What would you choose?