In a game with large(ish) levels, autoexplore and pathfinding are very handy features. But how ought they work?
Autoexplore is implementable as: First, find the nearest walkable known square that has a walkable unknown neighbor. Second, plan the shortest walkable path to it and take a step on that path. Rinse, repeat.
That's not too much trouble, but while autoexploring by that algorithm, your guy will be making choices about which of several unknown areas to explore first, and is likely to do them in an inefficient order - leaving bits and pieces that he'll have to cross the whole level later to take a look at. The 'obvious' fix, planning out an optimal route, uses map information that isn't revealed at the time the route is being planned. The 'correct' fix, trying to optimize the route planned at each step based on only the information revealed by the time the step is to be taken, is Hard.
Here's another quandary. In an autopath menu, one of your choices is 'downstairs', meaning find your way to a downstair. If you don't know about any downstair, this would mean autoexplore until you find one, then go to it. If you know the map of the whole level, this would mean going as directly as possible to a downstair. Simple enough.
But there's that damnable inbetween state. You know about a downstair (or whatever other navigation goal) that's on the far side of some unknown territory. Should your autopath then assume that it can traverse that unknown territory, allow itself to be proven wrong, and keep rerouting as it discovers new squares it cannot traverse? Or should it assume that it cannot traverse that unknown territory, plan a path through known walkable squares, and allow itself to be proven wrong and keep rerouting as it discovers new squares that it can traverse? Should it warn 'cannot guarantee optimal path based on current knowledge of map' and allow the user to opt out?
The first way could reveal more unexplored territory and wind up being a lot faster ... but then again, it could expose your character to more unknown risks and wind up being a "longer shortcut." The second way minimizes unknown risks and puts an upperbound on route time, but might take a lot longer than necessary. Either way might incidentally reveal a new downstair not previously known and if so, should divert pathfinding to the new target.
Ultimately, these are all character decisions, and should be options the player can set in some kind of autoexplore/autopath submenu. Do they matter enough for players to care about? Would they matter enough if there were a 'speedrunner' subgame with a competition among players to produce runthroughs of given scenarios minimizing turncount?