It looks like the dual raycasts may have it!
I have attached a Unity Package with my progress so far.
I used Unity 2017.3.1f1 and Playmaker 1.9.0 along with some custom Actions procured from the Ecosystem Browser. If you go to Edit a FSM on the Player prefab, it should tell you what actions you are missing. So if Actions are missing, just type them into the Ecosystem Browser and add them to your project!
There are no Physics Materials on any object in this scene. So it is possible to do without dealing with them. However, I've been reading around and there are a few other forum posts that say it can be done with Physics Materials. Has anyone had any luck with this method?
For the current raycast method I am using, it was mainly figuring out how to take the resulting vector3 input and toggle from the Player_Movement+Raycast_L_Normal, Player_Movement, and Player_Movement+Raycast_R_Normal depending on what, if any, raycast was currently being triggered every frame. (Lots of bools converted to floats and used as lerp values to lerp between two Vector3's) This is probably not even close to the best, most uber-optimal way to achieve this result, though it's a start.
Right now, it talks to a simple PlayerMovement FSM using a few global variables but since it's all calculated in the same state, it could probably just be added to the PlayerMovement FSM instead of being separate.
The tricky part was making this all occur in real-time in the same single state since the alternative causes jitteriness thanks to the values being reset each time it jumps between the states. (My bad though, I was re-calculating the Raycast Variables completely on each state. Not the best idea...)
Currently, the Player will rotate back to its Player Movement orientation when the user stops giving input which doesn't leave the Player standing parallel to the wall's Normal. It's very slightly noticeable, but not a deal breaker by any means. Ideally, the Player would just stay facing the way they are. Though, this may not be possible if one of the Raycasts is being triggered.
As an idea, maybe it would be better to do this by manipulating the Vector3's via Quaternions?
https://forum.unity.com/threads/how-do-i-slide-player-along-a-wall-smoothly.278978/Thanks for the help, you guys!