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Also, the change you are proposing would mean replacing or patching the vanilla pathfinding logic. Way to big a project for so little gain.
The issue with the vanilla logic, that this mod fixes, is that when repairing a structure that is in the zone, it just picks a random walkable square next to it to stand on, but does not check if that square is also in the zone.
If a structure is in the zone, but no free square next to it is walkable, then they will pick one that isn't. So, to get them to always stay in the zone, you need to make it contiguous as above, and also ensure that all structures in the zone have a walkable square next to it, that is also in the zone.
The vanilla mechanic is that pawns can walk to any square in the zone that is walkable and can repair any building that is in the zone. They first choose a square to walk to, and then check if they can path there without leaving the zone. If they can't, they try again with no regard to zone.
If pawns are restricted to not pathing between zones, then any "island" part of the zone becomes useless, as the pawns can't get there. To fix that you would have to make the zone contiguous, which would negate the need for that limitation.