but if the cost of texture switching is the same as actual rendering, then I don't even have to bother testing this way because it's just too many texture changes it would definitely kill performance.
How many switches are we talking about here? 2 different textures per frame, switched a few times is
nothing.
To imagine that, look at any 3D game with a reasonably complex scene, and try to estimate how many different surface textures you see on the terrain, models, and UI. Even if some of them share an actual hardware texture, you can still do a lot.
In the end, just run a test to see if it's killing performance. It's hard to estimate the impact without knowing the specifics, but I would not optimize prematurely if it makes your application considerably more complex.