This years game didn't seem to be so much about pathfinding.
-There are no void fields
-You cannot see the global map, nor you share vision between bots
-There is no effective global communication
-There is a very limited local communication
-zombies just go greedy or remove rubble
This seemed to imply that you can also go greedy or remove rubble. It would be ok, if this gives you a disadvantage by arriving maybe 100 rounds later at your target than if you walk around the obstacle. Or if you make maps where you need to realize you have to flee in a different path instead of spending another 20 rounds on rubble removing.
But by setting the rubble upper bound to 1000,000 which means 166 removals before you can step on it, you are effectively reintroducing void fields into the game. Heck even the 20,000 that require 86 rubble removal actions would do that.
Furthermore you are already building maps where the path of victory lies in breaking through a rubble wall quickly, in others you will get stuck forever if you try this. Even with scouts, there would be no effective way to determine the scenario, so you chose one default strategy and hope you get the maps in the tournament that favor you over the enemy. Great perspective.
I am pleading for a maximum amount of rubble that would take two soldiers combined about 30 rounds to remove. This will this give a decent advantage for any player who has more creative solutions, but it allows the zombie kind of movement to be a valid backup strategy.
Taking core delay into account, this is a little bit more than 1000 initial rubble max.