The behavior editor is fun to play with and i love the idea but it's very low level programming. for example if i want my character in idle state to point left and then right until the target comes in range I need 9 nodes (see image). The 3 nodes "go to instruction" could be removed by a direct link to the instruction (right clicking blue insert node) . I know I can remove two "go to instruction" by replacing the "do nothing" but that makes the program less readable.
The "play animation" could play an animation to the end and introducing a "start animation" node would give the flexibility with the current solution.
The "target within" could be more object oriented be an interrupt defined for the whole state "idle" or a trigger defined in the state "Alert".
this way I could program the same state with just one trigger and two nodes and still leave the same flexibility