Hello!
I'm glad you figured out what was going on with the character turn! Indeed, when it switches back to the default/walk pose it will assume a frame from that pose. If the pose does not contain a "standing still" frame it will cause the "flashing" on the walking animation when the poses are switched. The easiest fix for this is to include an "idle" frame in the default walking animation (or at least one sufficiently close to it so as not to draw much attention).
As for the new issue, I would need more details on what you're trying to do, what is your setup, and what is the results you're getting that don't match what was intended. My demo project has an idle animation with 5 frames, which is working nicely, so if there is indeed another bug here I'll need more information to try and replicate it =/
