Since you have asset with reverb from your DAW baked into the render, the simplest way to handle this would actually be to use convolution reverb. If you capture an impulse response of the reverb you’re using in your DAW, you can use that IR in FMOD’s convolution reverb for a similar effect.
As for the actual implementation of the reverb across events, approaching this as a matter of routing instead of using a snapshot may be a more suitable approach. Our general we’d recommend would be to use a global parameter to automate the reverb level in some way - for example, placing individual sends in events that send to a reverb return in the mixer, and using a global parameter to automate the level of those sends. Creating a default/preset event with the sends you want, or converting the sends to preset/shared effects, can be helpful in making setting this up more simple.
It’s true that convolution reverb is more CPU intensive than the usual reverb effect. However, instead of trying to avoid it ahead of time, it may be worth trying a setup with convolution reverb, and seeing whether the CPU usage is too high for your needs. Having many event instances that are routed into only a few mixer returns with convolution reverb on them will save CPU usage, and FMOD’s mixer won’t do any processing for those convolution reverbs when there is no signal flowing into them. Recording a profiler session via Live Update using the Studio Profiler will let you gauge the performance impact, and diagnose if you are running into any issues.