Maybe saying worse isn't technically correct, still I don't wanna think about all the issues I and my AI ran into with engine pathing. I don't trust the pathfinder to find the shortest(time wise) path.
When you then add deformable terrain it gets unusable for distances > 200 elmo. Also it isn't accurate enough for positioning spiders on cliffs(because 2D map).
What the CSI Pathfinder does differently: Avoid steep hills/narrow passages, stay in formation/don't cluster, civilians avoid enemy contact. This relies on Spring pathing for the elmo level accuracy though, it's a simplified version of how a player has to correct unit paths.
One issue that is new to me is units actively running into and getting stuck in Strider nanoframes.
That said I don't think Spring's pathfinding is worse than similar games. But if somebody asks me whether I feel a difference between 91 pathing and 101 it is not the case for me (and I'm not gonna lie). A noticeable improvement would be the addition of some boids like behaviour that avoids all your raiders clumping at the first corner.