Related to the standard technique for handling infinite loops within sequence containers:
I've discovered that this technique doesn't work if the infinite loop is nested inside a Switch Container. In my case, there were two infinite loops inside a switch container, each within its own Blend Container. The Switch Container was in turn was the first playable item in a sequence container. Break does not work at any point in this hierarchy - I had to bring the loop to the top level under the sequence container for a break event to trigger the next item in the sequence.
My feature request is that the break event functions to kill an item in a sequence container even if it is nested inside a Switch container.