As for learning Navmeshing and AI codeing all I can say is... What’s stopping ya? I have no clue what I'm doing, Never more evident than in the multitude of AI problems in 2.3. But I'm learning quick, and mostly through trial and error. If you really want to learn it... Start by doing it.
My experience in Navmeshing went to total failure when i tried to navmesh Falaise Pocket and Totalize out of nothing. The generator did automatically generates navmesh, hence the "green AI path mesh" shows all over the maps when viewed in Editor and the creation of .qtr files. I was influenced by Winterhilf in this.
Then i tried to modify bot-weapon interaction by altering some of its values like "only fire when prone" (which known to cause crash). LegionDCX really inspires me in his work in improving the AI by modifying this aspect.
But when I load the map in FH2, it crashes after 62%. Never knew what happened, so now i stick to modifying strategies, like changing SA neighborings, waypointing over "interesting path" (e.g. shallow water fording, thin bridges, etc). But then like heaven send, void appeared and seems like job's done.
All i can do best now is testing them maps... i did learn a bit of C, C#, and Java, so learning Python won't really take me from the real basics.