This is a fascinating discussion, but I don’t think that continual re-planning is sufficient to fix the deep problems you identify.
The really deep problem here is, as you say, that planning and plan execution are separate. Re-planning won’t make this problem go away - in bad cases, it will just make the plan executor appear to be stuttering.
The problem is that plan execution is typically a self-contained routine which has no access to the data of the planner. The planner can weigh up as many options as it likes, but then, once it has made its decision, the only piece of data that is passed to the plan executor is that decision. The reasons for the decision, and all the other ambient issues which the planner considered, are lost to the executor. But all that the player directly sees is the movement of the executor. All that information wasted!
A concrete example: the planner decides to run away from the guard because the guard is a Zorg, and Zorgs are scary. It passes its decision to the plan executor who routes in the other direction. Unfortunately, this route goes through a cluster of Zorgs! The problem here, to reiterate to the point of tedium, is that the plan executor (the router) does not have access to the information (avoid Zorgs!) which prompted the decision (to avoid the guard).



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