Thanks for these informations.
1. create a simple template. in spritekit you just create an SkView and add everything to it. its like a big panel where you add it to your Page like you would add a panel. so you always can hide it or do what ever you want with it.
I suppose that SKView is a scene editor where you can place your visual assets and compose your scenes, and where you can test the behavior of physics simulations too. It's what misses the most to libGDX and SGE. With such a tool, it would be easier and simpler to create games, but it's too much work for me.
It exists Overlap2D but I only tried a very early version that was not fully working. It deserves a new try.
2. skscene: an skscene is also like a panel where you add childs to it (sknodes) so its like a page in your skview
if you have a menu you create an skscene and add all childs to it.
SkScene, as I understand it, is a Screen in libGDX and SGE.
now try to do it with libgdx and you will see you need to think about a lot of stuff !!
No, sorry, I don't understand what's best with SkScene. Switching to another screen with libGDX or SGE is very easy.
3. in spritekit you create a node. a node can hold textures or can be a labelnode... but the awesome thing in sprite kit is that every node has his own physicbody.
even a gamescene has his phsyicbody. if you dont set it its like just a simple sprite but if you set it it will react to gravity and collisions.
I understand that you appreciate a lot the scene editor of iSpriteKit, and I fully agree as it is an unvaluable add-on. But I cannot compare this part of iSpriteKit with anything of SGE. Considering only the framework, what do you find interesting in iSpriteKit that is not in SGE (or not well implemented)? And not related to physics as I don't plan to add a physics engine to SGE.