as does joebotxp ...
has anybody a stable algorithm to detect where it would be useful in terms of waypoint generation to walk to, based on the current waypoint graph and maybe visibility table or something similar ? that'd be pretty cool

When having 2 disjunct graphs for example from the bases in counter strike, one could pick 2 waypoints from different sides of the map, then run A*, which will fail, of course to find any path, but then take the best node from the closed list, since that's the one which's supposed to be the nearest to the enemy. that's anyway sometimes not the case, since there might be a trianglelike structure which prohibits any new paths/waypoints there.
PS: yes, pierre keep on laughing, you don't have such problems. but our approach is quite a lot cheaper to write, I suppose. but we have already enough navmesh threads

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