Ok, mark youre right offcorse but theres no reson why you couldnt have a utility node in between that sums or switches betveen differing input sources!
But having doube inheritance is forbidden for dag (stands for Directed Asyclic graph) nodes. The reasoning behind this is quite solid, since it would make the entire idea behind dependsble trensforms (would turn them into dynamic simulations that are dependent on the resolution in the last frame). For anything else ths is offcourse totaly acceptable!
But whats the reason why you need to be able to key them both i mean? the only thing it makes easier is selection. But you could even make it so that when any of them is selected it rotates only one of them!
also it stands to reason effect it would be possible to do this with simulations altough the ui wouldnt be any prettier than forcing to use the rotation of one node! And youd loose much more on the animation front!
but the only intelligent solution if you must have this is to make a new transform node with the api that accepts several transforms for (multiple shapes) and one rotation. Because it wouldnt interfere with the general idea (no even api cant break the idea, atleast very easily!)
or ahem... even simpler came into my mind 2 seconds ago. MAke a history connection that feeds the rotation and key that... If you now can make it have a normal rotation manipulator then youre set... Will ponder on this.
also this "limitetion", is why the trax is not so usefull for summing turning n walkcycles.