Hello, again.
I’m not an expert, so maybe I shouldn’t be the one giving advice, but that has never stopped me before. 
Let me tell you how I do constraint switching. I’ll use your basketball player, as an example. Advance to the frame where the player JAMS, and create a keyframe for his body on this frame. In particular, the hips, torso, shoulders, upper arms, lower arms, and hands should have rotational keys. The hips and torso may also need translation keys (this varies with different rigs). Okay. Now select the IK target for the hand, and move and rotate it a little. Next, apply a Translate To and an Orient Like constraint onto the IK target. Dab the eyedroppers on the hand bone, the normal FK hand bone. This will move the IK target into its correct position. With the IK target still selected, toggle on the Key Translations, Key Rotations, & Key Bone buttons on the Frame Toolbar, and create a key. What this does is “bake” the IK target’s position and orientation. Now you won’t need the two constraints on it anymore. Delete these constraints; you’ll notice how the IK target remains in place. On the Pose Slider Panel, grind up the appropriate FK-IK pose, so that it is 100% IK. Finally, go back one frame and grind this same pose down to 0%.
As you can see, this method could just as easily be served with an ON-OFF pose for the FK-IK switch. But I still contend that such poses are better implemented with percentage sliders. I will explain.
The above method is labor-intensive, but it’s accurate. I’m a real fusspot about accuracy. Hopefully, though, I will become a better animator, and I will cease to rely on the above method. In the future I want to be able to switch from FK to IK on the fly, just by posing the IK target directly, and segueing between one and the other over the span of several frames. For instance, in your basketball example, I’d create a key for the character at the JAM frame, and another key five frame previously, and I’ll switch the pose from FK to IK over the course of those five frames. Someday!
A final note: When creating a FK-IK percentage pose which slides smoothly, you have to make sure the Kinematic and Orient Like constraint’s enforcement channels are set to “linear.” By default constraints are set to “hold” and that creates an abrupt jump. So you have to fiddle with constraint settings, to make them pose-sliderable.
'Hope this helps.
Sincerely,
Carl Raillard