I am not aware of any way around the timing element on Turn on! Tune in! Switch on! The key is to compress the crowd as much as possible behind a blocker. Even then, the timing is annoyingly precise. Fortunately, there is a good indicator of when to bomb the blocker holding the crowd: It's almost at the exact same moment that the scout hits the ceiling after getting flipped upside down by the anti-gravity pad.
Outside of that timing annoyance, I agree that it is one of the best puzzles in the game, which uses the anti-gravity pads to their full potential.
12-10: My friend the end.
Lemmings: 50
Save: 49
Release Rate: 1
Time: 3:30
Skills: 3 climbers, 10 floaters, 3 bombers, 2 blockers, 10 builders, 2 bashers, 1 miner, 2 diggers
Good: The first time I played through the game, this was the first level in the final column that I encountered, and it did not disappoint! Right off the bat, the crowd starts in a perilous situation, with a splat fall from the entrance into a empty water tank that will be soon be filled by the singleton lemming. It was a very intimidating introduction to the final column for me, and it requires quick action right at the beginning to get everyone to safety.
Bad: Once you've got the crowd safely in the holding area, the rest of the level becomes a simple trailblazer exercise. The singleton lemming essentially has no purpose other than hitting switches.