I'm very, very close to solve the problem:
One part of the units move with fluidity, sometimes some units are moving but not detects other units because they aren't not in the next step so i'm forced to use a frontal sensors to stop some of them. This is because the ckecking is done when a unit reach his step. Doing this in loop, i think, will be a high cost of memory/performance but maybe you expected that and speak about later ?
One other pack of units seems to need a "deviation" because they block each other because of astar's checkpoints. For exemple, if i move only unit 24, it go where it is actually on the screenshot, them it must go to upperleft (so it goes back to one tile). Logically, it should go directly to the destination, but we didn't consider this.
Unit 24 is blocked by unit 17, unit 17 must go where 24 is and 24 must go were 17 is.
Another point we don't consider is the fact of one unit move through unselected units (so they are out of the reference list), it pass through if i disable the frontal sensors i made, it should push them instead.
