Nice to hear
Some day I will share my deep knowledge of bot coding aswell on the wiki 9_9
For the A* costs...currently the cost for my nodes are only calculated by how much space around the node exist(so bots will choose open paths...). But this doesn't have to be good for tactical games where you have to hide instead
Also keep in mind that your way might be considered as 'cheating'. Since the bots know where its dangerous without the need to see/experience it first.
Maybe its better to have a node list for every bot, so each bot can add cost to the nearest node when he dies. That way every bot can learn where its dangerous or not