I dont think this has anything to do with pathfinding, but how about trying this for your tilt problem:

// create a vector skill beforehand

define target_angle,skill1;
define target_angle,skill2;
define target_angle,skill3;

// apply the target angle to the skills, not the entity itself

vec_set(temp, node_pos.x);
vec_sub(temp, my.x);
vec_to_angle(target_angle, temp);

//then apply the hover craft the new angles:

my.pan=target_angle.pan;
my.tilt=target_angle.tilt;

I think that should work.

(although this isnt helping to get off the tangent )