A*, Lee's algorithm and the like are all cool. It's criminal to write any kind of floodfill without having an accompanying visualization, you're squandering so much dopamine.
This article has me wondering if all the gamedev things I *didn't* read about but are adjacent have utility in this kind of thing. I can't be the first person to think a boids router would be pretty fun. More seriously, I bet jumpflooding signed distance fields would provide you a lot of power.
Everything about spatial hashing in particular matches my experience. Haven't found many occurences in almost 2 decades where any of the tree structures are worth the time. One notable exception. The lovecraftian text editor I made uses quite a lot of trie's for reactivity things. Nice way to compress 45,000 words into a compact state machine for event handling.