I think it's because the states are bound to the client's connection, so if they lag, their states wont transition, just as their player also doesn't move, etc.
Schedules are completely independent of this. However I believe it ends up using more processing than states do. As well as losing the things like animation speeds and such.
Though I've always wanted to play with the idea as a mounted bot for a weapon, and in fact, I have before. This allowed me to dynamically mess with the size of the weapon, as well as changing it's colors, and giving me better control over the vectors produced by the weapon. It would be really neat to have a customizable weapon using nodes and such.
Note that: It is entirely possible to have variable fire rates with states, using the ammo/loaded mechanics.