Im pretty sure it IK resolving + flipping is broken throughout spine. we have Projects using our own engine, and in unity. IIRC both are broken via flipping, this can be fixed via rotating the image 180' (although this may cause errors in other areas.)
It also happens in editor. It seems resolving one IK is fine, i.e. an arm IK to point somewhere, that can be flipped and work fine, our issue is when trying to place an arm and a wrist IK somewhere when the image is flipped (handbone is a child of the arm bone). the wrist IK will bug out and point the wrong (inverted) way.
for example, if you rig a character facing -> and it is pointing straight a head. if you flipX on the root so it is now facing <- the arm will be resolved correctly (pointing in the direction it is facing) but the hand will be facing the original direction (->).
You can fix this by making sure the wrist IK is always positive but: :bang: :punch: :/
I cant include my spine files for a demonstration, but if you don't understand from my description, i can quickly mock one up for you.
As for draw order, that could be a animation error. are you combing animation / drawing multiple?
You pretty much never want to alter draw order unless you absolutely have to. at the end of an animation i believe the sprite will keep the draw order it left it in(?). So either you need another anim to revert the draw order, or you need to key the draw order at the start for every anim which may follow the anim which changes the draw order.