One thing that I would suggest you think about is a major performance issue: Pathfinding can be expensive when used incorrectly (Expensive in the wasted cycles type of way). A lot is based on how your game’s movement system is implemented and how collisions/units affect a unit’s ability to move across a map.
Some thoughts (Since I haven’t read a lot about your system or the intended game, or how the system will actually work.) If units cause the traversable edges of your map to change (Meaning if a unit ‘blocks’ travel through it’s current position) then there is a high likely hood that you will run into something called Thrashing. Basically, this means that it’s likely that each turn a unit takes will result in it needing to find another path across the map (Depending on density of units, etc., etc.)
Further, for Pathfinding, having a 2D array doesn’t matter as much. Really, you just have to have a reliable way to fetch the list of adjacent edges. Often, this can, at least partially, be handled by the 2D array system that many games use, however that only works when you can make some assumptions about the game in general. In your case, if the method you’ve got (The Sectors) works, then you shouldn’t be worrying too much about it (While I tend to prefer the 2D array method for a grid, I recognize the fact that it often comes down to a ‘When all you have is a hammer’ sort of sentiment).