Tell me where I said I'm against the use of common events? I didn't say that at all, and I'm not. I said I try to keep the numbers down.
Yes, common events are useful - I just don't like scrolling through hundreds of them to find the one I'm after. And yes, I do have a number of scripts that I use that ALLOW me to reduce the number of common events - if I didn't script, I would use common events. I'm not against using them at all.
And comments? Not just to separate things and make them cleaner, but to explain why you're doing a certain thing or doing things in a certain way. As I said, try going back to a complex event 3 months or 6 months down the track. I bet you can't remember why you did everything or how it all hangs together, and if you'd taken the time to put in a couple of comments, it'll give you the memory jog you need. Particularly helpful too, if you're working with other people on the project and THEY need to know why you were thinking.
Anyway, we're dwelling a bit too much on one or two things. The OP asked for things you do that make it easier to do events, or make events more understandable. It's okay if someone likes to use a certain method and someone else doesn't. We don't all have to do it the same way :)
I suspected you were scripting to bypass the need to use common events, well you're a awesome scripter, you can do that if you want. As long as you aren't trying to event the hard, and very long way, in hopes of bypassing the need to use common events, no harm done.
Using comments to mention what everything does, is what I have a problem with(because you have a lot of text telling you what things supposedly do, which just gets in the way of reading the actual event. It's not hard to read events, if you're coming back to a complex event, if you can't find the exact location with the event commands you think are causing it, just start reading the event from the nearest spot you know is being executed before the event command string you're looking for.
I can see why you do it though, you're a scripter, in scripting, It's not always clear what things do(especially depending how you scripted it, if you script it in a format like the developers of RPG Maker did the default scripts for instance, whithout comments, it would be a nightmare trying to locate/figure out what scripting segment, relates to what feature).
The difference between scripting, and eventing though, is it already pretty clearly tells you what everything does(unless you don't name your switches, and variables).
True, fair enough.
On topic: Splitting the more runon types of events between multiple pages is a very good option. Not forcing a single event to do the same thing over, and again in various pages of the event or making it do too many completely different things(for the 2nd issue, multiple pages work best, but for the 1st issue the use of a common event would do wonders) is definitely a good way to avoid problems later on.