Problem statement
Due to the context of my project, I am running a spine skeleton rig with an opaque shader, therefore I have added Z spacing to my rig to prevent z-fighting. The character in my project wears a necklace with a bone to which a pendant is supposed to be slotted into, therefore I have created an object with a bone follower to attach a visual to the pendant.
This can work as intended with following the intended bone on XY and rotation, but doesnt work for when the player turns around, which has the bone behind the torso, but the pendant does not care and renders in front anyways. This is not a rendering issue, for the pendant can be obscured by the body, but rather an issue because the Z depth of the pendant is not affected by the depth of the associated bone.
My diagnosis arises with the fact that despite "Follow Z Position" being checked on the BoneFollower, it ignores the Z position created by the "Z Spacing" on the SkeletonAnimator.
The Z spacing has been exaggerated in the screenshots for demonstration purposes
Intended:
Facing Forwards: (note how the selected object should be sandwiched between the head and necklace layers)

Facing Backwards:

Resultant:
Facing Forwards: (notice how the depth coordinate remains entirely unchanged)

Facing Backwards:

Editor information
Spine Unity 4.2 - Just updated trying to fix this issue
Unity 6000.0.32f1