In the ideal future it should works like this:
- The armature modifier is a (ready-made/asset) GN-tree.
- The interface of the GN tree in the modifier panel is more or less the same as the interface of the current armature modifier.
- The speed is the same as the current armature modifier or better.
(actually I could leave out the ‘armature’ for the list above as that is how all modifiers should look eventually).
If/when we get there (especially the speed part) remains to be seen, but I think we can all agree that that (somewhat hypothetical) rosy future would be a nice thing?
It would be just as easy to use as the current modifier panel, but with the added flexibility/interoperability of GN for those who want it. I think @LukasTonne was just trying to get feedback if this feature was actually used in the wild. Because if it wasn’t the way to the rosy future would be a teensy tiny bit faster/easier. However people here made it loud and clear that yes it is used in the wild. And Lukas already posted that he would keep that in mind and try to work with the technical debt as is.
Personally I would love @HooglyBoogly 's suggestion for a GN node wrapping the current armature modifier. It could later be broken up and replaced with a nodegroup and it would bring the flexibility of mixing/matching multiple armature modifiers right now in a more flexible way than the ‘hack’ of stacking 2 on top of each other which look like a table but behave like 2 parallel nodes with a mix node.