Sorry, forgot about the errata. (I should know better than to answer questions when I don't have my books handy

)There are a number of feats that depend on the traditional turning rules, so we keep the standard turning rules in our campaign. For anyone else that might be continuing to use them, the suggestion is valid.
Here are a couple more ideas though...
Infuse, because it changes your subtype, should let you overcome damage reduction for some creatures.
There is a spell in the core rules that changes any creature summoned into an area to match the alignment of the caster of the spell. Perhaps Infuse [alignment] in an area could create a similar effect.
Alter Summon (2 MP) You can infuse an area with an alignment. Any creatures summoned into the area have the alignment specified. Summoned creatures with the loyal enhancement, if their new alignment opposes the summoner are not considered loyal.
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Perhaps a strong enough Infuse could actually change the creature's alignment rather than just cause them to acquire the subtype.
Change Alignment (8 MP) You can infuse a creature with a strong enough alignment that they actually acquire the alignment. The creature's alignment is changed to the desired alignment for the duration of the effect.
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Perhaps you could use the Infuse the change a damage type to "divine" damage.
Infuse Damage (2 MP) You can apply this enhancement to any damage dealing effect. Half of the damage becomes "divine" damage that cannot be resisted with Abjure spell lists.
Greater Infuse Damage (6 MP) You can apply this enhancement to any damage dealing effect. All of the damage becomes "divine" damage that cannot be resisted with Abjure spell lists.
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Perhaps you could use it to create the effect that prevents outsiders from getting saves versus some spells.
Outsider Bane (8 MP) You can apply this enhancement to any other effect that allows a saving throw. Against outsiders, with a subtype opposed by the alignment that you infuse the spell with, they recieve no save versus the effect, they still get their spell resistance if any. You cannot affect any outsider with this enhancement if they have more Hit Dice than you have caster levels.
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Also, I was just looking over some old posts and ran across the following
Q. Originally posted by Kemrain: For now, I'll just follow the rules for Create Element and apply them to Create Alignment. In LA, are you going to throw in rules similar to the negitive levels bestowed upon a non-good wielder of a Good item? Would a Good sword deal damage to, say, a Demon, simply by touching it to them, or must you cut? I am eagerly awaiting the release of Lyceian Arcana, and busy testing EoMr to it's limits. Hope something constructive comes from me asking these crazy questions (Like Create Alignment spells). Thanks again.
A. Hm. Negative levels from wielding aligned objects. Hmm. I wish you'd mentioned that two months ago. It would've been a nice thing to let Infuse [Alignment] do. I'll think on it. Thanks.
So...maybe something like
Negative Alignment Conflict (5 MP) You infuse an object such that anyone of an opposing alignment takes one negative level so long as they are touching the item. This enhancement can be purchased multiple times and stacks.
Also in response to a question about monster vulnerabilities RW added " For instance, with the newly minted Infuse Good spell list, you can create the lovely blessed crossbow bolt that will slay a Rakshasa" to say that you could use some leaway to have a EoM effect do something that isn't explicitly written into the rules if the effect is similar to a core rule effect.
Just some thoughts.