in a (typical) front view, arms stretched out sideways, thumbs need to point "upwards";
in a (typical) front view, arms down, thumbs point to the legs just as you have it; or (e.g. holding a bag) they point forwards.
in a (typical) side view thumbs need to point forwards; so in your drawing her left hand is "upside down".
Anatomically, this "twist" happens in the forearm; but animators usually do this by keeping the forearm fixed and having a set of hands, switched at the wrist, that includes:
- view of the back of the hand, hand open
- view of the palm of the hand, hand open.
Just take a look at your own hand (and bare forearm) to see the different views and the way that the forearm rotates...
the overlap (pic3) is because of bone binding issues as in a previous post ....
... and one way to solve this plus the need to have the hand "flip over" in different poses, is to have multiple layers.
bottom line: IMO, side views are tricky (not impossible, but rarely worth the bother) to do with the whole character in one vector layer.
Have a play, but if you're stuck I'll upload a rig that "works for me".. it's the one I used for both characters in
http://www.youtube.com/watch?v=BrVfDJ1ASfE (which is part of a collaborative improv going on in
http://www.kelleytown.com/forum/animato ... IC_ID=1267). Try to study how the hands change .....