Quick update to round the night out:
Thanks to @dibdab 's suggestion, I added in the ability to override a Path’s movement type. I also made a few other tweaks and mods based on to accommodate all this. Rather than just talk about it, let’s use this opportunity to take our first look at the custom Inspectors that have been a surprisingly large amount of the time I’ve put in so far.
Forgive the rough appearance and inconsistency with column widths, colon presence, etc. This is the most I’ve delved into Editor scripting, and I’m learning a lot here. 
The Map
The Map, being the root of any Node Map, has some settings you’d expect to see applied across the board. This is also where you can set defaults that new Nodes and Paths will honor (though these settings will not affect existing items).
New tonight is the “Agent Type” list, which allows you to add a set of tags that can be applied to your Agents. I kinda hate relying on Unity’s built-in tag system because I’m never sure how it’ll work for someone else’s project. Anyway, each Agent can (and must) have one tag applied to it.
Nodes
Nothing much to talk about here, except each Node’s inspector allows you to view at a glance all Paths going to and from it. You can also quickly jump to editing those Nodes by using the Select button here.
Paths
Here we see the Path details, including what Nodes it connects, and what kind of movement it is. In addition to the previously mentioned “Two-Way”, “One-Way”, and “Impassable” types, I’ve added “Reverse” to the list, which is just a One-Way that operates in the opposite direction. I honestly can’t think of when this would be needed, but it never hurts to provide the option, right?
I’ve also implemented a cost multiplier for both directions. So you may have a Path that from the foot of a mountain to its peak. The ‘From’ cost can be higher to indicate that direction of travel is more intensive. This is used by the Pathfinding system when determining F-cost, but you can also get creative and use it in your game by reducing player resources at a higher rate.
Anyway, right there in the center was most of today’s work: Overrides. Adding an override creates a new item where you can pair an Agent type (defined in the Map) and a movement type (One-Way, Reverse, Two-Way, Impassable). For this Agent type, the path will be evaluated on that type. So what may not be passable for other nodes, could be passable for this, and of course, vice versa.
I’m really torn about adding cost into the override. I already had to rewrite half of my pathfinding stuff tonight, so I’m not stoked about having to go back and add more complexity to it, but maybe I’ll feel differently once my brain has rested.
Oh, and you may have noticed I also added a new marker type: Dash.
Oh, I also have the OnAgentCollide and OnMarkerTick events fully working now.
Project Status
I’d say I have things 90% complete, functionality-wise. I started writing the manual last night, but will have to go back and change a lot before I’m done with everything I’ve added. (Tip for others and future me: Probably best to wait to write the manual until it’s 100% done…)
I want to say I may be well early of my intended release date, but by the time I get everything cleaned up, documented, tested, packaged and approved, it may be closer to September than the current date. Time will tell, but if I can keep up this pace, I’m very optimistic the wait won’t be long.