Only thing I noticed so far was on LostValley they have troubles with the lift which has a chain at the center (a green to yellow portal is close by at the top).
These definitely give me more reason to try to improve the FerBotz plugin for BRUT further.
Nothing like the last bot pulling a telefrag kill on you and then taunting you with "Too easy!" ^_^
EDIT: Damn it is hard if you are not Steve Polge, Higor or you Sektor.

Heh, look what is says here: https://wiki.beyondunreal.com/Legacy:Na ... Point_(UT)
"NavigationPoint VisNoReachPaths[16]
Paths that are visible but not directly reachable."
Sounds like such an edge case like with the stairs might also get handled with that array property.
I am having a hard time figuring out how to check if a certain destination will have a FerBotz (version 20 native or now more so 18 UScript) take a path(detour) through Pathnodes that I consider (and could identify) as "bad". It seems I would have to do the whole path finding and moving-along on it myself when I want to check for this before "sending" the bots there in some way.
And I fear that will cost me most of what the Botz code offers quite fast if I would not tread very carefully and slowly. Seems like a big herculean task when one would hope for an easy way to do it instead.
The native variant might have ConnectedDests iterator function which might serve for this purpose but even if, then that would mean dropping support for v469b.