10 layers with 10 degree changes in angle for a switch is over kill.
Are you using interpolation for the switch layers? If you want a smooth turn using switch layers, make sure each layer is based on the same layer or the same number of points and turn on interpolation for the switch layer options.
You could cut down considerably on the number of layers needed for the turn. Although I don't use switches for turns anymore (I use bone "2.5D" bone rigs) in the past I was able to go from a front view to a 3/4 view in a switch with just two layers, front and 3/4. Using interpolation between them I got a smooth turn.
At the end of the clip below there is a head turn. It used 3 layers; left 3/4, front, right 3/4. Each layer was based on the front view and the points were moved to create the new view. Interpolation morphed those views. The lip sync also used switch layers with interpolation.
http://www.lowrestv.com/moho_stuff/toonbabe3.mov
This is an earlier test of another character. One front view and one 3/4 side view in a switch. Same technique.
http://www.lowrestv.com/moho_stuff/ISA_threeqrtr1a.mov
To do this with interpolation is difficult going beyond 3/4 to a full side view and also "crossing over" the front view in the opposite direction. You have to figure out how to "hide" and change shapes that change "layer order" as the head turns. Difficult but not impossible.
Body turns are much harder than head turns. You don't have a simple center of rotation. I use bones now for turns. With a body turn you can move and scale shapes (arms legs) and adjust those shapes (calf thighs) as the angle turns using extra bones. Save the turn as an action and use it where needed if you want reuseability.
Still working on this rig. All done with bones and bone scaling, no point motion or switch layers. I did use a custom script for the bone scaling (legs/arms) but it could be done "by hand" just as well. This technique is harder to set up but has more options.
http://www.lowrestv.com/moho_stuff/scripts/aim_rig2.mov
-vern