Just a few more ideas. I'm guessing the right answer will depend heavily on how all this stuff actually needs to move. Along the lines of Rick's suggestion, look at putting things into different groups in a shape layer - you can easily duplicate an entire group and even pickwhip certain elements (like the paths) together, etc. You'd still have to toggle the fill/stroke within the group, but once you got it set up, I'm guessing you're set. Since each group has its own transform, it'd be easy to offset, and then you've still got all your art on one layer. If it seems more convenient to have them on separate layers, you might look at "Copy with Property Links" (or ..."Relative Property Links," as appropriate.) A tool like Explode Shape Layers gives you easy one-click selection of ALL the fills or ALL the strokes on a layer. You could build one layer with both fill and stroke, the dupe it, parent it, offset it, then CLICK kill the fills, CLICK the other, kill the strokes. You could manually pickwhip anything that may change often or that you'll be keyframing. Also - Shape Layers are a great candidate for using the timeline's Search bar. select shape layer, type "Stroke" and it'll reveal only the strokes on that layer. Way easier that manually twirling it all open. Re: your original workflow - depending on how colorful the artwork is, you might look at just using black and white (+ 50% gray?) in your animation comp, and then you could potentially use a combo of Tint, Tritone, blending modes, luma mattes, etc. to selectively color and hide pieces of the artwork in your main "build" comp.
... View more