I have started the rigging process for my little Trinny. First things first is to create the deformer rig. After that I'll then start the relationship between the controlers, internal bone deformers and the system to make a really dynamic cartoon head that can deform hard. With this layered bone deformation system with sub-controllers, I can have general deformations with Squash and Stretch, then have lattice like control over the skin to preserve the general deformations and keep the small minute deformations. Also, no need for shapes - as they can be built with posing on the fly (and export to UE4 for Gfur without a problem).
I saw a video of a pro rigger and noticed he was using stars on the joints. I thought that genius so tried it out. Beautiful.