please don't quote the entire post you're answering to. Especially if the post is directly above, no quote is required - and if you want to answer to a specific point, then delete everything but that point from the quote
As for your events - those are in fact perfect to be replaced by common events of a certain structure.
Basically you make an parallel process common event that is activated on that map only.
In that event, you'll begin by setting two variables with control variables to player map X and player map Y - that is the current position of the player.
In the next step, you use conditional branches (and perhaps more control variable commands) to check if the player position is in one of the triggering areas. If yes, you activate the switch - if not do nothing.
The last step should be a wait(10) or so to prevent the CE from creating lag.
Depending on how you want to handle it and what the exact positions for the triggers are, there are several ways how to calculate or set the triggering areas for the common event, but you don't need a single map event for that function.