What I'm saying is that my solution would have made sense if the colliders were setup on each frames of the animations. So you could duplicate the anim without duplicating the atlas data, play different anims at the same time with different colliders, to achieve the multi-collider feature. But I was confused and found out the colliders were on the sprites, not on the animation frames.
But I could easily imagine situations were different colliders for the same animation would be useful, like the same character with harder hit boxes and that sort of thing.
I'm not saying the colliders don't make sense on the sprites though, the way 2dtk works is perfectly fine. Works very well for me so far
For now I'll wait for the feature, if I need it badly before it officially comes, I'll bump this thread for some pointers if you don't mind me doing that.
cheers