Aim offset in Anim Blueprint with blend space not lining up correct, is my solution the correct way ?

I am usually a blend space for Idle/Walk/Run

I recently added an aim offset for my rifle idle

Up and down, base pose RifleIdle_CC.

The problem is when the character starts to move, the run animation arms are in different positions than the idle pose so the left hand goes off of the gun and just goes wild (Actually really funny to watch, took me a minute to get past that to start working on a solution)

My solution is, instead of using a blend space based off character speed, could I instead make Idle/Walk/Run separate states and use animations instead of blend spaces and make a separate aim offset for each?

A: is this the correct way to go about it?
B: would this create and perform impact? (I am making an online multiplayer game)