On a Navmesh Grid, all nodes are essentially vertices or turn-points so the returned path is efficient in that it only involves points where an entity must change its direction.
A grid path, however, involves nodes at every point along the path. For long paths, there could be hundreds of nodes contained even though most of those nodes just follow a line and don't change the direction of the path.
Note: Paths are lists of a GridNode object.
I haven't tested this hypothetical issue in application yet so my first question is: Is this even an issue? For a game that requires real-time pathfinding for roughly 200 entities on a grid of 4,096 nodes, will the returned paths consume too much memory and resources? My main concern is related to how entities will handle paths, which is to check for reaching the target node before moving on to the next one and calculating the new direction needed. With more spaced out nodes, entities might have more leeway with following their paths if pushed off of it.
Secondly, if it is a potential issue, how would I solve it and cull out the insignificant nodes of a path?