Sorry it took me a bit to get to this. I've imported your Zrono skeleton and atlas back into the Spine Editor, then used the Preview view to check what happens if I queue zrono_right_dodge on track 0, and zrono_get_hurt_right on track 1. Hereβs what the editor thinks should happen:

The runtime thinks the same. So this is not a bug in the runtime, but expected behaviour. Next, I had a look at the attachment timelines in the two animations. Here they are for zrono_right_dodge:

The PONNYTALE_IDLE5 attachment is attachment is disabled, the PONNY_TALE_BACK attachment is made visible. PONNY_TALE_BACK is the attachment we see in the screenshot above.
Here are the attachment timelines for the zrono_right_dodge animation:


The animation does not key any of the two tail slots at all. This means whatever is attached in the setup pose will be used if you play this animation on its own.
However, when you mix animations across tracks, and a lower track keys an attachment that's not set in a higher track, then the lower track attachment is used instead of the setup pose attachment of the higher track. And this is exactly what is happening here.
The solution is to add attachment keys to your animations that you mix with other animations. E.g. in zrono_get_hurt_right, I've keyed the PONNY_TALE_BACK slot to not have an attachment, and the PONNYTALE_IDLE slot to have the PONNYTALE_IDLE attachment attached. Here's the result when zrono_right_dodge is on track 0, and zrono_get_hurt_right is on track 1: