
I've been testing this for the past few hours and it seems to be working a lot better (much better than the half-kludge that I attempted ...)
One observation ... While I actually understand your making the the choice to flee into unknown sectors (possibly) if the GE is in a dead end, shouldn't that be part of the configurations?
Rather than just a Yes/No option for 'Explore Hostile' and 'Explore Unknown', should it it be 'Explore Hostile Sectors: Yes/No/Only If in Dead End' and 'Explore Unknown Sectors: Yes/No/Only If in Dead End'?
While this might (very likely?) cause issues with the AI if that last option ('Only in Dead End') is selected, it would guarantee that the user is able to make sure that the GEs behave as configured. If a GE is killed, or ends up just flying in a small selection of space endlessly, because of how it's been configured ... but if that's the desired choice ... isn't that beset?
But .... It looks like I don't have to micromanage them too much anymore (to make sure they don't flee unto unknown space) so that's the big benefit. The smaller point on configuration, above, might require updating other (big?) portions of code ... and might be best kept for a 'rainy day' -- or just ignored

So, Gnas, thanks for the patch ... and the script. You're genius
