It's hard to know if this could turn into a request for a feature or if it isn't just a way to launch a little discussion, but there is a simple fact that has been holding true thus far: Playmaker's FSMs only work in Run mode and in general it seems like Playmaker wants to live in its own bubble, rather jealous of its contents.
In Unity, the script components (but in fact almost any kind of component) offer the developers an ability to tweak values in the Inspector tab. Through scripts one can add menus, boxes to tick, fields to enter different types of values or to reference other GameObjects or assets.
In comparison, the FSMs that show up in the Inspector don't make access to FSMvars very easy, they are hidden away, cramped and organized in categories that sometimes may feel a bit arbitrary such as "in" and "out", making the Graph View super-mandatory for tweaking anything, instead of having FSM-components that would be explicitly constructed to show up in the Inspector.
Eventually if Playmaker could allow FSMs to be controlled in a straightforward way through the displayed corresponding component on any GameObject, acting as a practical shortcut, this could open up the way I suppose to making tools with Playmaker for the Editor interface, and perhaps going as far as making scriptable objects in Playmaker.
For example I was looking at
scriptable brushes for Tilemaps. Why couldn't this be handled with a FSM? Say you need to bring a simple change to a brush function, something you could even toggle on and off to use either the default function or the modified one.
You look at the example given and while the script is a bit verbose it's not much complicated in its fundamental structure.
Does Playmaker really have to only exist within the Run mode or could it be extended to handle anything pertaining to the Editor environment, even if I know it's called Playmaker and not Editormaker?