Organising animation blueprints - there must be a better way!

I have a control rig set up to drive facial pose assets via a face-board.

The controls on the face-board drive curves on the skeleton and then in the animation blueprint, those curves drive the facial pose assets.

It all works perfectly, however due the the large number of facial poses, the animation blueprint ends up looking like this.

Surely there must be a better way to either drive pose assets directly from the control rig or a least a better way to organise the animation blueprint.

Is there still no “collapse nodes” equivalent for animation blueprints?

Thanks