This might be the main complaint in our studio with PlayMaker.
We're exploring various workarounds to this problem, but none of them have proved effective yet. It's enough that most teams are gravitating away from using PlayMaker altogether, which is a shame as it would otherwise save time. It's good for one-offs but makes it very hard to envision how to construct reusable AI.
One possibility posted is to construct FSMs dynamically, but there's a lot of limitations with that. You have to go in and assign all the variables again manually. As well, it makes it really tough to spot errors until you test spawn that object, which isn't feasible in many situations thanks to the limitation where one user can edit a scene at a time (Perforce sharing).
I'd really like to find some solution for this, but I fear that it may be impossible/difficult due to current problems with Unity (which we're already writing systems to work around).
You can copy FSMs, at least, with minimal issues, but that's not a maintainable long-term solution.