Yes, point motion AFTER frame 0 "offsets" the points but the bone works the same.
Yes but only if you translate the bone. Not if rotate or scale the bone.
My thought was to bind the SAME POINTS in all the switch layers to the same bones. I would only need to bind one switch layer first than either do the others "by hand" or maybe this could be scripted?
Why don't duplicate the layer and is automatically and exactly the same points binded?
AS doesn't care what bones in what layer the points are bound to as long as the "ID" is the same. Since all of those layers have the exact same number of bones I should be able to just drag the switch layers into one switch layer after rigging them and the binding will still be there. Then I can just delete the extra bone rigs. This has happened before "by accident" and I thought it was pretty cool.
It could be called a "repository of vector layers 3D rigged to a predefined skeleton... not?
Deep thoughts for the TODO list...
I would put the whole thing in one big switch layer. Including the head. I don't see a way of having a sub switch layer with bones that would work with the script at this point. Maybe it could by binding the MasterTR bone to the layer? I would have to use bone slave/master set up and I just don't want to. Maybe the next version we can figure it out
It can be done also within a single layer and using the limb concept I have described before. Then you don't need to rotate the limb individually. It would rotate as its parent. If you want to preform a individual rotation of the limb you can do it just moving its corresponding .mX and .mY bones (a limb can be an eye, an ear, a mouth...). all in one layer.
And remember that you can always bind a layer (bone, group or what you want) to a bone inside a bone layer. If the bone move in 3D the layer itself would move if it were in 3D (as a group). This slave layer can be also a "3D" rigged layer (switch or bone) what can hold a different masterX and masterY.
I apologize if I didn't catch on to what you said about this before. There are so many cool things to try I may not be paying 100% attention to everything.

Come on! I was just kidding!
Regarding to the mouth sample:
Is that mouth rigged with the automatic 3D script and rotated with the 3Dgrid script?
The bigger issue is the way the bones rotate based on the original shape of the mouth. On some of the shapes this causes the lips to protrude in a weird way because that is where the mouth shape was when I did the side view. Since each switch layer would have a different side view it doesn't work so well. Don't know how to fix that.
Yes it is a problem. Same "front/side" skeleton for different front/side vector layers would produce strange deformations to the non original vector layers.
In my opinion the best work flow with this crazy 3D rig and its corresponding automatic shape sort is this:
0) draw and rig your 3D skeleton. I mean. Draw the "no render" lines that define the union of the central points of each limb. For example in that horrible picture I've done with my wacom graphire 3 you can see the main skeleton. The cyan lines would not be rendered.

1) Draw front and side views of your model. You can do it in separate parts. to avoid mixing. Same layer but separated positions. You can place all together later.
2) Rig each separated part of your model. Don't worry about if they are controlled by the master or the m.X/Y bones. Just rig the points and create the virtual skeleton of every limb (nose, ears, head surface, mouth and eyes... hair also). Only take account to use the original pt points of the virtual skeleton (the cyan lines) to be the center bones of the individual meshes. You can separate the central pt bone apart and later rescue it with the offset tool.
3) Once rigged each separated part of the face. Add .mX and .mY bones to the ones that need it (eyes and mouth in a normal human face

).
4) Now comes the funny part. add the shapes. Add shapes to the individual portions of the face and also to the connecting areas that connect them together (remember to not add any point here!. If you plan your model properly all the points would be added at the beginning.
5) The most important and the cool thing. Use actions. Use actions for phonemes, expressions, eye blinks, "muscles" movements... Whatever you want!. Actions would work with bones and with points if needed. But points motion the less possible distance from the bone.
With this you would avoid all the problems in one shot, because you can use the lip sync by actions from Ramón and the rest of work could be done with bone motion and manual point motion (not actions) for every needed situation to fix gaps errors and so on.
Anyway let me know if the researching you're doing is successful.
Best
-G