The important thing to realize is that for Quake bots, being "good" was not always preferred. Some of the early generation bots (Reaper IIRC) were wicked good because they had perfect aim and could easily defeat a human without ever relying on strategy, which was rather poor at the time. They were ok as shooting targets if you tuned it down but terrible to practice real deathmatch.
It took a while for good boys (like Frogbot IIRC) to emerge and provide a good deathmatch experience. And still a lot of them had to rely on manually defined, strategic routes around a map.
I'd love to see bots generating navigation meshes and "juicy" routes on the fly, maybe after analyzing gameplay, but I think Quake bots never got to that point. It was a bit too early.