First, you don't use a switch based on three possible devices. First, you mess up iPhone 4s users and you mess up gazillions of iPad users (if you don't have an iPad version then the iPad displays a blown up 4s screen). Second, you have no idea what resolutions future devices have. And if you ever want your up to run properly on an iPad, there are two sizes, you should be able to rotate, and then you have five ways to split the screen.
The big mistake is at the very start: That you insist on matching a given design pixel by pixel. Send your designers on a course where they learn how an iOS device works. I'll quote Fogmeister, print this out in large font and hang it on your designer's desks: "They are different devices. Your app will look different on them all. Your app should look different on each of them. Your designer should know this and provide designs that fit each device."
Even if you wanted to have the 5, 6 and 6+ screens look the same except for size, that's bad design. Larger fonts are not just larger. The same font at 36 pt is not just 18 pt under a magnifying glass, there are subtle differences. Thickness of lines should not be scaled up when the size is larger, so you get bad design there.
To actually use the larger screen size, either build against the iOS 9 SDK, or supply launch screens in the required sizes (up to iOS 8, Apple assumes that if you don't have a 6+ sized launch screen for example, then you don't know how to handle the device, so they simulate a smaller one).
Then you read the screen size and use that to scale things, or use auto layout. Auto layout is a beast that you must learn how to handle. It takes time. And make sure that a 6+ can display more information than a 6 or 5, otherwise owners of larger phones will be annoyed with you.