Yes.
I don’t recommend PlayMaker for tightly integrated core systems, where you have lots of calculations and checks to do. That’s an area where you want inheritance, interfaces, scriptable objects, use intellisense and local variables and such. I am a relative code newbie and that’s where script beats PlayMaker now very easily, even on my level.
Even if the feature is best realized in a state machine design, you typically have so much stuff going on that PlayMaker’s design becomes too fine grained (i.e. what would be a “state” requires itself one or several FSMs, dozens of extraneous “temp” variables etc). A few FSMs, and you cannot easily find and tune variables, even if you make use of the “inspector” tick box (all FSMs look the same attached to a GO).
I highly recommend PlayMaker for much else. You can whip up a new mechanic in no time, and see how it works and plays. For quick and dirty tests you can literally just drag and drop the component/script into a state and get/set what you want (for prototyping only).
It’s especially powerful when you have distinct, sequential stuff that also sits on timers. It’s super easy to trigger something 0.35s after some action. I think stuff like boss phases, combo systems, sequential mechanics and so on are way easier in PlayMaker to do. It’s also excellent to keep mechanics and visuals separate. PlayMaker can trigger the sounds, switch particules on, set animation states, handle the animation logic part etc.