Well it’s not meant to replace Animation State Machines at all so please keep using those! Animation State Machines are designed to give you a final animation pose, not execute normal Blueprint logic. So if there’s a non-animation system you have that would benefit from a Finite State Machine, that’s where this would come in. Additionally this is designed to work anywhere, not only on a skeletal mesh.
For example, in a game I’m working on I use them for battle commands:
Hope that helps!