I think you've misunderstood. GGX uses fairly planar Normals, so instead of shading swiping across surfaces, it snaps. This looks less bad in most cases, but this method can still lead to problems with high frequency changes, especially with arbitrary light sources. And it still doesn't match how many of these things would be handled in a 2D animation environment that has full knowledge of the shot being worked on.
Arcsys relies on very specific constraints on style, topology, and light camera angles to avoid or mitigate this and other problems, even using manual keys in some areas. Its a great look, but their system is not a general solution to these problems due to the limitations it places.
This is why you don't see their methods used in places like Hoyo games, even though those also use toon shading. Those games need to work with arbitrary light and camera angles since the player can move the character and the camera. And they do have the problem I'm talking about in the OP of high frequency shading changes.
Theoretically, it could be possible to make a system that does something conceptually similar to what Arcsys is doing with their manual authoring but automatically, and thus reduce or solve the problems even with arbitrary models, lights, and camera. This is the puzzle I am pondering. A full solution is likely too complicated for me to figure out, but even small improvements matter.