Just wanted to wrap up here

After my initial investigations and with the help of peeps here I have established that game_save / game_load does not allow dynamic paths (not defined in any WDL) to be stored and ultimatly reloaded.
I have now implemented an Array to store model paths, with all added assets being assigned an unique ID which corrosponds to the the array. During save / load the level is deconstructed and replaced with proxy place holder assets.
This was achieved using ent_morph.
Once all entities had been replaced in this way, a standard game_save was actioned. After the save, and during loading, the reverse happens. Proxy entities are swapped according to the path stored within the array.
This entire process is invisible to the end user, and provides a very sensible solution to this issue.
Thanks to everyone here for offering their help, especially Uhrwerk and HeelX for helping me work through this problem. Our level editor is now almost completed and we can really turn up the volume on asset production.
Thanks again