Edit: Holy crap, it only just occured to me how OLD this thread was. However, I believe gravedigging topics is fine as long as the poster brings in something meaningful.
The way I see it, you could use two possible techniques for achieving a proper path-finding result:
1) A*. A*/A-Star is a very, very effective algorithm.
The RTS plugin uses A*, so it MIGHT be possible to use said plugin to determine path-finding and how the AI will respond to the environment around them. I'd imagine it could take a bit of work, however.
2) Cheat. I've Google-searched platformer AI, and I noticed this particular thread,
and a few of the guys there are encouraging techniques that make the AI look smarter than it really is, eg, using additional objects that the AI uses as information about the environment around them.
Basically, it depends on how you want to go about it. However, an A* path-finding behaviour for platformers certainly would come very much in handy, might wanna keep it separate from the platform behaviour, though, in case someone (like me) is using the Custom Movement Behaviour instead.