I am not 100% sure I understand this problem, but it seems that owner permissions would fix the problem. I wonder how much it would fix the issue once I move to initiative events....just thinking out loud...
The problem was just that if one player hits advance turn, and then the GM hits it because they didn't realize the player had already done so, it jumps 2 steps or otherwise screws up. In response, I tried a couple things (one was a turn lockout, which was an abysmal failure); one was just not giving "end turn" buttons to players (which people didn't like, though the protest was not as vocal as that against the turn lockout idea, which was a pretty bad idea*).
I would love to create a series of initiative and other event callbacks. I realize that's in the plan for 1.4, and not in the plan for 1.3 (and in fact, I support leaving it out of 1.3 if it means we can have Maptool 1.3
), and also that it's somewhat clumsy compared to "real" events. But I've already played around with onGainInitiative and onLoseInitiative macros in my spare time, and they were cool, and I was just thinking that I'd love to have an onGainState and onLoseState pairing.
However, in the hopes of a final 1.3, I'd rather branch it off as a 'custom' build.
* Also note that "vocal outcry" means 3-5 users said it didn't work and broke their game.