Great question! This is a common workflow challenge when importing PSD files with skin tags.
When you import a PSD with [skin] tags, Spine automatically places attachments into skin placeholders. During rigging, you typically want to be able to see and interact with all your slots regardless of which skin is active.
Here are a few approaches that can help:
Use the Skins View to pin multiple skins
In the Skins view, you can pin multiple skins to make them visible at the same time. This lets you see all your attachments while working, even if you can only have one skin "active" at a time for editing purposes.
Work with the "default" skin
If you haven't yet organized everything into skin placeholders, or if you want to rig first and apply skins later, you can keep your attachments in the default skin and set up your skin placeholders after rigging is complete. The Spine User Guide describes a workflow for converting existing attachments to skin placeholders after the fact:
Use the tree filter to hide bones and slots, so only attachments are shown. Next, create a skin or make sure a skin is active, then select your attachments and choose New... > Skin Placeholder.

This means you could potentially rig everything first without skins, then convert to skin placeholders afterward — which may be easier than trying to rig with skins already in place.
Use the tree filter
The tree filter can help you navigate and select slots more efficiently by hiding elements you don't need to see, making it easier to select what you want even across different skins.
The general recommendation would be: if the PSD import created skins that are making rigging awkward, consider whether you can do your rigging work first and reorganize into skins afterward. The mix-and-match skin workflow is much easier to set up once the skeleton is already rigged and working.