Also, further testing with the character-controllers and rigidbodies, the trigger event is still seeming to fire off the trigger-exit in the example even when the player is still within the field (this is with a "Set position" action on a mouse-driven pointer object.)
Also, further testing shows that when using a "move towards" instead of the "Set position" with the mouse pointer target object thingamabob, it's still firing off the "Exit" as soon as it enters into the state after doing the rest of the actions in the stack... so, something's definately not working properly with the trigger event actions.. the system events themselves aren't seeming to be impacted, but as you can probably figure, since you can't really filter those system coded events themselves (and they are set as "anything entering, exiting or staying) it is presenting a bit of a problem if we need to be explicit in which objects we want to have the trigger systems detect when exiting and entering.