Looking back over my logs, there definitely seems to be a lot of
reachable = False on the navpoints. Might be worthwhile to investigate
in the mutator code what "reachable" actually means -- is it
considered unreachable if you can't get to it in less than N hops
through the server-side pathing algorithm? Is it unreachable if it's
not on the same "floor" of the map, or maybe further than M meters
away from the bot?
Fortunately, if you try to RUNTO a navpoint that really is
unreachable, more often than not your bot will simply ignore the
command... so being totally accurate/explicit about this rule in your
client-side code isn't essential to get up and running.
Warf