There are ways around it to some extent, where you can disable/enable FSMs. In my current project, I'm making a Dungeon Keeper like game so you have a large number of systems always running (units, build abilities, etc) and found that generally, seperating out high level logics to a global level (so my area of awareness is done via arrays on a global level, rather then each individual unit having it's own Area of Awareness FSM), and turning off FSMs until you absolutely need them makes things managable from a performance standpoint. That being said, I couldn't code my way out of a single line so Playmaker has been amazing at allowing me to make as much progress as I have.