Bit late to the party but must add a big +1 to the request for isometrc pathfinding.
I can't see at all (been trying for a week) how the current pathfinding nodes translate to isometric, they do 2.5d well but that's a whole different game style. Isometric tile heights are half the tile width and the whole board (and each node obviously) is a diamond not a square so odd and even rows/columns of nodes will be offset from the one above.
Setting the layout angle to 45degs gives a close approximation, ie. coming directly N,E,S or W leads to the correct zigzag motion.
Hopefully I'm missing the obvious and will keep on trying wither way :)