I just use Adobe Animate's built in spritesheet export for my main animations, and have mangled the dynamic atlas extension so I can chop up levels and build atlases with any level specific art and animation on level load.
For quality, I've found that using crunch at full quality and using dds2atf instead of png2atf for DXT5 textures is the only way to get acceptable quality with compressed textures. I still need to run the pngs through ImageMagick to fix premultiplied alpha weirdness, especially for blurred backgrounds.
The difference in loading and memory usage is night and day, but takes forever to export. It all feels completely antithetical to Flash / AIR, needing a separate process to see animation and art changes quickly. Really feels like the atlas creation / updating should be something that Animate just does in automatically on a full publish as an optimization, but alas.