In my case there would be absolutely no problem, because all my events are scripted. But even for other people, I don't see anything here that can't be achieved with a conditional branch or an event condition.
I'm considering that the only difference between people who have the DLC and people who don't have it is the switch condition.
The only situation I see that maybe would cause some trouble to people is when there's something that should happen only if the DLC is NOT active. They can't add an event condition asking for the switch to be turned off, but you can usually solve that by adding another page on the event.
I think a single switch to show whether a DLC has been added or not is a good solution.
One thing I'm concerned with is "on-disk DLC".
It's good to plan ahead, but planning to the point where you're already defining events for content that does not exist yet may be frowned upon if someone figures it out.
Because of this, I'm still wondering when the switch would actually be used. If you add a new event through DLC, would the switch be necessary for that event? Probably not, because the event wouldn't exist if the DLC wasn't there anyways.
Now, if you had an event that existed before the DLC was introduced, and you wanted it to only do something when a DLC is installed (via switch condition), wouldn't this imply that you're building DLC content into the game before players even buy the DLC?
This may lead to "why are we paying for things we already bought?"