So I actually figured this out about an hour after posting this message and while it DOES work, that's just a really ghetto way of handling it, imo.
It there no other way?
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Well I agree it's not the best way to animate for some, but in fairness to Adobe, I wouldn't call it 'ghetto' as much as that you didnt correctly set up your scene in the first place or plan out your animation beforehand. If you had set the symbol on frame 1 to be single frame from the getgo you wouldn't have had that problem. Symbols always start out with Loop at default. Granted, that seems silly once you know that fact, but it's probably like that to show it's even possible. Animating in Flash in 80% preperation. The only thing you could do is to go to an earlier version of Flash. What's causing it is the little lines sperating the keyframes. They weren't there prior to Flash CS5 and they actually allow you to change a symbol on the fly in a Tween which wasn't possible before that. It's actually VERY useful.
I don't think that it is a preparation issue. I need the head graphic to play continually and not restart every time I add a keyframe. There's no reasonable way to prepare for that, you just have to manually select every keyframe and set that graphic to play from that frame. This is horribly inconvenient. Shouldn't there be an option to allow you to chose one way or the other. If I remember correctly the graphics used to play continually in CS4.
With motion tweens, there's a checkbox for "sync" and this will keep the graphic from resetting on each keyframe. It would make sense that there would be functionality to do this for armatures as well.
I agree that changing the symbol on the fly in a tween is useful in SOME cases but in the case of animating a head on a character which seems like a pretty common thing to do, this "new" functionality is counterproductive.
Unless I am missing a setting or something somewhere, which I hope I am.