The problem could be that the Virtuali maybe does not understand fully english, as you noticed they make a lot of confusion with wing walkers an ramp agent. How do you expect that they fix something that they don t understand???
English is not the problem, I had a look at the first screenshot he posted, and I couldn't see anything wrong with it, it looked like a reasonable position to be for a wingwalker, that why I assumed he was referring to that but I also asked for clarification, because I couldn't see from the first screenshot what the problem was, as as if the very presence of a person walking around the wingtip could be considered a problem and since we recently added winwalkers and since until the latest update it wasn't possible to completely disable them, I thought this was the issue reported.
Then he posted a 2nd screenshot, which finally shows something that looks like a problem, where he also said he wasn't referring to the wingwalker, but the ramp agent instead. But in the same message, he said the wingwalker ALSO follows a strange path so, finally, it seem the meaning of the question was:
"Every guy that walks with the airplane during pushback sometimes takes strange path".
So I could finally give the proper answer:
walking path of all kind of pushback crew are not easy to anticipate, because they depend on many things related to the airport, the path, the type of pushback. So no, it's not a "bug", everything can be improved, of course, and nothing is "ignored".
To clarify better, we know the method to calculate the path for all pushback crew can be improved, because right now is a fairly simple system which just offsets the pushback path and applies some compensation to account for different walking speeds required to keep up with different distances covered by the walkers compared to the tug+airplane due to the fact they are offset and the tug+airplane don't have a constant speed, but walkers in GSX don't have a multiple set of walking animations depending on speed (sauntering->stolling->striding->sprinting->running) complete with all transitions from one state to the other, there's only a limited amount of compensation we can use before the single walking animation would start looking wrong, and this results in the walkers sometimes left behind or being too far ahead, by how much depending on many other variables like the pushback path length, how curved/straight the path is, if there's a towbar or not, how the geometry of the airplane is (wingspan and engine positions mainly), so it IS a very complex problem to solve and as I've said in my last reply, it IS something we would like to address at some point, but shouldn't considered a bug, rather something that has room for improvement.