Character rotation should be enough. If it's just begin & end walk animations you are bothered about then you could probably sort those out with what I mentioned above.
When you say rotate, do you mean actually rotating the character so it looks like its spinning around to face the other direction, or do you mean something like mirroring? Do you have an example file or a sequence showing it? Are you talking about 3D or 2D still? Can I ask any more questions in one paragraph?
Character rotation (animating the character turning from one direction to another).
P.S: one of main issues with 2D animation & switching between idle & walk animations is that often people don't think about which walk frame to start with. A lot of people for some reason start with the character with their legs stretched out to the widest point which looks really stupid to me. For the protagonist of A Little Less Desperation game I'm helping develop Marian exported about 30+ frames per walk direction from Cinema 4D for me & I carefully selected the frames that worked best - I think we used 14 frames for the demo, might be using more for final game - & from those I then organized them so that the first walk frame started more or less from the idle position. It at least made it look like we had a begin walk animation, but unfortunately sorting out a end walk animation is a lot more complicated.
As you can see... not perfect, but it did the trick.