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In the nightmare that is trying to figure out Blender-to-Unity rigging, I've come up with a different way to deal with the spine. To prevent it from "disconnecting" from the ribcage, I've split it into sections instead and joined the middle part to the ribs. This also means only two IK effectors are necessary in my scene instead of four. The seams will be visible when bending but it's a better compromise overall.
No parts have been removed from the package. RibNSpine has been added.