Are there any existing algorithms for finding and avoiding problematic areas (swamps, dead-ends) in pathfinding when using non-grid maps? There are plenty available for grids that either avoid these areas or pseudo-avoid these areas by way of jump point recursion, etc., but I have yet to find anything useful for quadtrees, navigational meshes, or other non-uniform maps.
Dead-end detection and Swamps are not grid specific. They're just evaluated on grid maps.