It is just some ideas. I do not have any critical use case.
It actually should be a playmaker core engine thing.
For FSMs, They do not really have to be synchronized.
Since there should be no dependency between FSMs, other than variable trading, event calling.
I believe It is totally fine to run FSMs in different threads.
In modern mobile device, cpu are often slow. But the good thing is that they are mostly multiple cores.
It is true that FSMs shouldn't be the bottleneck. But It would be a basic things that everyone can take advantage on and scale automatically .
---------------------------------
For the action script use case, pathfinding or zip or gzip for http request(UniWeb library) or anything cpu intensive work would take advantage, so it would not block the main thread. I do see playmaker freeze when doing these stuff. (Again, if It would be an engine thing, this action script would be pointless)