I think you’re quite right about your assessment of the break points. There is completely inadequate enforcement at present.
What you are explaining is known to me in regards to path recording. I am curious as to how you would think a bot could be programmed to interact with game objects that have entirely random (and some pseudorandom, which is not as strong) locations in a zone map, or in a set area? There are a lot of quests with these, and many of them cannot be interacted with using game’s targetting system, requiring either a manual click or standing on point with them to use.
The only way of handling those is really large, redundant looping paths combined with parsing packet info to provide the bot with coordinates to seek, aka map hacks.
These and late-game solo boss fights seem like the parts that would present bots with more trouble, although I expect boss hurdles could be solved by using specific classes and builds with strong forms of passive mitigation or fast ability-based kills.