Because the bones are defined as struct under the skeleton class, I cannot fix godot to use the bones of the armature as nodes.
You can, it just takes some work. I've done something similar using GDScript when I made my IK plugin, so I know it's possible. Look at the LookAt_IK node. Instead of making the transform look at the target in world space, you'd instead convert the bone transform to world space, and then apply that position to a node. Then you can send the node position back by converting the node's transform to bone space, and then setting that as the position of the bone.
(In theory, I haven't tested it. It shouldn't be too hard though, because at one point I remade the BoneAttachment node, which is basically half of the work needed to make the bones follow nodes)
The IK plugin hopefully can provide a base to convert the bones in Skeleton to nodes. The big thing to remember when working with Skeleton nodes is to be using the proper space (world space, bone space, etc) when doing calculations.
Is there some how to get the developers to fix it?
You can open a issue on the Godot engine GitHub repository.
Does godot import colliders from blender?
I think meshes with the -col tag will be converted by Godot import. See this page from the documentation. :smile: