Are you asking if you can evaluate an event as code? If so, you can't currently do that. However, you could name the event "currentSpeed>=runSpeed"

But I'm not sure I follow exactly what you want to see...
Playmaker is designed around levels of abstraction.
Scene View: You can see the current state of an FSM on a GameObject.
PlayMakerFSM Inspector: You can see Variables and Events flagged to show in the Inspector. For example, you might expose the "runTransitionSpeed" here for tweaking. But the inner workings of the FSM are black boxed.
GraphView: You can see the structure of the FSM. State and event names are supposed to be human legible, so you can follow the logic. You can even build and test the FSM in this view without sending events "for real." E.g., Alt-click events to trigger them.
State Inspector: The low level "code" run in each state.
Anyway, that's the idea. So basically when you're happy with any particular level you can essentially forget about it and work at a higher level (e.g., tweaking the runTransitionSpeed for different characters). Then drill back down when you need to... (e.g. to add an animation to the graph, or change the transition logic).
But there's certainly room for offering more information in each view... E.g., easy ways to expose variable values in the Scene View, or showing more info in the Graph View...
I love suggestions for this stuff. Mocked up screenshots are even better
