while we can't really rotate an avatar by script from the point of view of the server, it would be nice to at least be able to visually rotate them
the avatars would rotate somewhat like how llTargetOmega'd non-phys prims are perhaps, just client sided, the server would ignore that (but would keep the fake rotation stored so every client can see the av rotatated the same way
I'm not sure how the server would deal with the two sets of rotations, perhaps avatar (fake) rotation could be somthing dependent on PERMISSION_TRIGGER_ANIMATION, the fake rotation going away as soon as the permission is lost (or the prim gets out of range/is deleted/etc)
I believe the rotations would be applied like this
real rotation then fake rotation, then the rotation applied by any animation currently playing (not sure if the real rotation should be kept as part of the chain while a fake rotation is being used or if it should be replaced by it, perhaps this could be set when setting the fake rotation, with a special command, somthing like llSetAvatarVisualRot(rotation fakerot, integer overrealrot); )