Earlier quoted context omitted.
Why would using a compute shader mean mesh data is sent every frame? Compute skinning is mostly the same as doing it in the vertex shader but you don't have to skin again for the different passes, instead you store to some GPU memory (so up the tradeoff is extra memory bandwidth on the GPU). No extra CPU/GPU traffic should be used here.
Well if you analyze Unity you'll see they send all meshes every frame. It might be because they want to be able to apply the same shaders on characters as on objects, but still vertex GPU skinning is the way to go and Unity does not. So you can't build a MMO with Unity!
This has nothing to do with the skinning method, and I agree with the other poster. It should retain the same vertex buffer in GPU RAM and simply deform it in the shader.