Some advice: When you have a problem and want people to help you, it’s best to clearly state what the problem is, rather than spouting psuedo-technical stuff that 99% of the people reading this forum won’t understand, and probably has absolutely nothing to do with your problem anyway. Just like in your lightgrid thread, you’re making people guess what you need!
So.
If I filter through your post to find the relevant stuff:
-You are using autoclip.
-Your bots are inert.
So I’m going to guess most of your map is models? Big stuff, like caves or terrain?
The bad news is that even if you get a valid AAS out of BSPC, sometimes it can be too complex for bots to use it to navigate. If your map has a lot of autoclipped stuff in it there’s probably lots of untidy clusters with funny angled surfaces in them. Bots really don’t like that.
General bot optimisation techniques will need to be applied. Cover complex geometry with greatly simplified botclip brushes. Make sure any empty spaces that are outside the map’s playable space, but inside the hull, are filled with clip or botclip too.
To answer the -meta query: Always use -meta, it makes bigger surfaces with more shared vertices which is much better for modern video cards.
As you are probably aware, you must use the -forcesidesvisible switch on BSPC when you compile your BSP with -meta.