Sorry to bump this, but our team has had a similar issue with Playmaker and prefabs.
The solution here seems to be that we should be editing prefabs themselves rather than instances of them. However, doesn't that mean losing a huge advantage of prefabs? We often have many instances of a prefab, each with unique changes and values particular to that instance, but we want to maintain their prefab connections so that we can apply base changes across the game by editing the original prefab.
If the only way to overcome this issue is to restrict ourselves to editing prefabs themselves, then that would imply we either can't modify individual instances or we need to make a separate prefab out of each variant, losing vital connections to the original prefab in the process.
Am I misunderstanding the issue, or misusing FSMs on prefabs? Is there a better or recommended means of accomplishing the same goals without heavy slowdown in the editor?
Thanks!