Pathing is not fun, however, for full functionality, it IS required. Remember it's not just a question of AI. Always run your new models through debug builds and fix as many reported problems as you can. I'll admit that I've never had a complaint about a lack of paths to fighter subsystems, but those are virtual subsystems, not physical ones. If memory serves me correctly, something that is physically modelled on the ship needs an approach path, not just for completeness but because it can actually introduce more logic errors than merely 'approaching the subsystem', which can creep into other areas. The AI is pretty dumb, lets face it, but anyone who's ever tried to build an Unreal Tournament level and not made Bot-paths will realise the sort of problems you may start to face.
For example, a path leading backwards from the Engine subsystem make it a lot more likely your wingmen are going to disable a ship rather than blow it up because they are trying to disable the engines by aiming through the cockpit etc.
Say you wanted next-gen 'cruise' style missiles that, rather than flying straight towards their target, were actually 'concious' of the shape of the ship and would arc around to the other side for those hard to get targets. Something like that would be impossible to implement if you couldn't be sure that there was a path for the missile to follow.