For some reason the whole situation seems a bit like code smell. Why would you even need to replicate a TMap for status effects?
Status effects are used as modifiers for a characters attributes (buffs / de-buffs). Why not have a static list of effects that can be referenced by the component that does the temporary modification?
It’s not like you will be making new status effects dynamically on-the-fly.
They require art, sound, and logic => not really something you would make dynamically through any type of network fed data.
That way you would have no need to replicate the TMap at all.
It would be build once and local copies would live on the client and server. Then just use the reference to the tap key and and assign a value to the change.
Only this would need to be replicated => map key and value.