As interesting as this might be to an author, I've always found that when gaming with other people, altering such fundamental ideas (respective to the group) as which direction the sun rises, or which hemisphere the major body of land lies in (north or south) tends to only confuse people rather than add flavor. In terms of climate and currents (the only things of substance affected by changing the spin direction), changing which way the world spins is identical to flipping the land layout and then figuring out the meteorological and climate maps. So unless the reader/players will particularly care which way the water drains in a sink, why do this? I'd rather let my audience
That said, if you are making an alien world where everything is suppose to be weird and not feel right, there might be some aesthetic usefulness in making the sun rise in the west and set in the east. This is a pretty blatant and clumsy way of approaching such things, imo, however. There are more subtle ways to make people feel like they are on another planet. Frex, martian sunsets are blue, the horizon is WAY too close (about a mile, rather than the usual three-ish on earth), it is quiet (you'd have to scream as loud as you could to be heard a few feet away), the day is 40 minutes longer than on Earth, resulting in some messed up sleeping patterns and general havoc on your circadian rhythm, etc. Personally, I'd focus on the little things and let those unnerve the audience rather than smacking them in the face with the sun rising in the wrong place. Heck, what about Uranus, where the sun just spirals around the sky for half the year until it sets and then spirals back up the sky? Or Mercury where the sun traverses half the sky, then stops, goes backwards, stops again, and then sets? Sorry if that got ranty, but I really dislike adding unneeded complexity to a system.