I found myself able to condense multiple events..
Say there's two events for one object:
the first runs when A is 0 and the action makes something = B
the second runs when A is 1 and the action makes something = B + C
you can just have one event which runs instead of both where the action is B+(C*A)
It sounds like a one off occasion but i've ended up using something similar to this atleast three or four times. I've no idea if it's faster or slower during runtime, but it makes the events look a bit simpler.
And occasionally I find myself unexpectedly wanting a third option after intending something to be boolean.
A good example was if you have Player and NPC's both use the same 'body' object as a base, you will need a variable "player" to determine which one the user controls.
So I had Player=0 for npc's and Player=1 for the user.. As I was doing the controls I realised I could just have Player=2 and Player=3 also for some crude multiplayer :p
Also yeah, the toggle option is useful..