I have found using FK for hands works well. Up vectors with local effectors works, but it is very hard to figure out your orientation when the hand starts moving around. Of course use IK and upvectors for arms and legs. The roll of the feet is fine with IK too since feet don't move into numerous planes like the hands do. By FK (Forward Kinematics) I mean to simply rotate each bone of the finger skeletons, rather than move the effector which would be using IK (or Inverse Kinematics).
Note: Here is some helpful hints on setting up:
To get your skeletons laid out, for the hands, use the clipping plane feature on your view port (the little "L" shaped ruler icon). Then move and rotate your hand enevlope around until it is laid out just right for each finger. Once you draw a finger skeleton, make it a childe of the envelope, so it will move with it while you setup other fingers. Use the clipping plane for the shaded view to isolate the area for the figure you are working on. This just makes things easier to see. Once you have all the skeletons done, cut the parent/child releationships you used for setup, and the re-create your hiearchies as needed.
Before you make something a child of a envelope or for a single object envelope, always freeze it with Effect/Freeze before you use Skin/Global or Local. It doesn't matter where it is located relaive to 0,0,0. This position gets used as a relaitive position once the envelope is created. When you start moving effetors or use Skeleton/Reset Actor you may see parts of your envelope fly off into odd directions. This is the usual reason this happens. The same concept is used for curve or surface defromations, extrusions etc.
Hope this helps,
Urp