SWest
(...) is it possible to do this without the Point Wrangle node? I.e. just some snippet in the shelf? Otherwise, I'll be exporting my skeleton parts as modules so eventually it does not matter that much.
Without VEX? You can create helper joints to direct joint orientation and then blast those temporaries to kingdom come afterward. I've updated the example file a while a go, in case you've missed it. It now includes a basic helper joint workflow.
I guess Rig Attribute VOP is also an option. And surely custom joint orienting can be done in many other ways, but I can't think of any at the moment.
To address the rest of your question, if you want to work with snippets to create skeleton modules, and by snippets I mean anything from pure code to whole networks, AND you don't want to use HDAs, then I'll take this opportunity to do a small self-promotion here by suggesting you to try out my
Houclip [
www.sidefx.com] tool.

I know that you're using Debian, just like myself, so this tool might be of interest to you as it utilizes
dmenuor
rofias a UI, which makes it very fast to search for, add, get or delete snippets. And, its integration with Houdini, if I may call it so, is virtually seamless.
There's a Node Gallery feature of Houdini, which works similarly to Houclip. But, it can store only single nodes and I find it too cumbersome to use. I guess there's a lot of room for improvement here.
Shelf tools with Python scripts generating wrangles along with their VEX code would work too. Also don't forget about node presets, but their list is not searchable, so working with them wastes a lot of time if the list is too long.