I would maybe have considered it about 375 switches ago. Now there are over 500.
Well, it's not like we don't use them.
But for example on Panel C2, we have quite many switches, which are of the larger type, which you have to pull as astronaut before you can move them.
(OMS engines L/R, Bodyflap trim, Air data probe deploy L/R, FCS Channel override 1-4, ET separation mode, Uplink,Master MADS power)
Also, I can maybe this weekend offer some code, to handle the switches in the VC more effective and implement new switches faster. Its just a lot of mangling gray matter for making such a system for VCs, they are more complex as the good old 2D panels.
Ideally, we would just have to get the type of the switch, the mesh groups, the position on the panel and the animation references, and create a new switch object.
When my plan can get fully implemented, we also don't have to worry about saving/loading the state of the switches, as the panel/switch objects can handle it.