I am still planning and working everything out in my head, but yes, I was planning to do some sort of conditional check based off of the mecanim FSM variables or something like that.
Just out of curiosity, why is using global transitions considered bad? I originally had lines going everywhere to the point where I was looking at spaghetti. I later refactored the FSM so that I can make the first screen capture a "generic" FSM template for every character in the game and then created a special FSM for unique actions. Whenever I needed the character to do a unique action, I simply get that FSM to send an event to the generic FSM to do the "Do Nothing" state. Whenever the unique action is complete, that FSM will go into the "Do Nothing" state and tell the generic FSM to do its normal stuff.
What I am lacking is figuring out a clean way to have the "State Entry" state figure out if a unique action needs to be performed.