I just saw your devlog. Cooooool! That's basically where I am heading. Your system seems a lot more sophisticated than mine. Nice job!
Thanks!

I'll also make a devlog about it as soon as I find some time!
And the blue lines we're seeing in the screenshots, what are they? You're using a sort of grid based system for the pathfinding?
It's my semi-dynamic navigation mesh. It is basically a bunch of circles (initialised in a grid but soon move out of it) that jitter, grown and shrink within the environment and perform line-of-sight tests with neighbours. They are all put into uniform grid buckets for fast lookups. I want to have quite a dynamic world, with destructible walls, doors, windows, moving obstacles, etc, so I wanted a robust/dynamic system that I could just forget about and be confident that it will eventually find the right path.
Then I use A* pathfinding on the mesh and pull it taught to find the shortest path between any 2 points. It's pretty fast.
The mesh is constantly being updated so it adapts to any changes. It doesn't need to be perfect, it just needs to give a rough path, which gets optimised later.