You can merge armatures and meshes. There are a few questions and answers about this if you search for "merge armature" for example this one: Joining 2 Armatures and keeping the weights.
But I guess, there is no need for this and you can get away by just using the body's armature for the gloves. While the glove's armature seems to have no bones for the head and lower body, the body's armature looks complete. It has bones for the whole body including the hands.
You can try (no guarantee that it will work) and use the body armature for the gloves. This will only work when the bones for the hand have the same name in both armatures. The names of these bones must match.
To change the armature of the gloves do the following...
- in Object mode, select the gloves mesh object. It's called "w_glove_ct_s..", located under the armature.
- clear the parent relation ship by pressing Alt+P, Clear Parent. This will also automatically remove the Armature modifier from the modifier stack.
- still in Object mode, select the gloves, and press Shift in viewport (or Ctrl in the outliner) to select additionally the body's armature "tm_professional_..."
- make sure the armature is the active object = selected last, highlighted in an orange color
- press Ctrl+P, With Empty Groups to parent the gloves to the body's armature
- check the modifier stack and the relationship. If you have more modifiers make sure the Armature modifier is in the correct position, usually first. Make sure there is only one Armature modifier.
- the gloves should be in the correct position now.
Armature modifier on modifier stack (ops! Ignore the Collision, it should go after Armature)