My game Bomberz has an A* pathfinding system I made for bots to calculate path avoiding threats and getting rewards (killing enemies, getting items, etc), using raycasting on the process. Usually it creates from 4-20 rays each times it computes a path to flee from any threat, but when it prioritizes rewards he makes about 500 rays per path compution, taking up to 1.5 seconds to compute with the yield I made. I can have up to 7 bots per game room, and if my game was to get high player amount that wants to play with only bots, it could easily get to about 49 bots simultaneously. Rays would be generating about 500*49 = 24500 times per 1.5 second.
Script Performance with 7 bots is about 7% activity with a 50 rate.

2 comments
If it actually going to get 49 bots simultaneously, then it is WAY too much. You don't necessarily need to change the rays to something else, but you could heavily optimize it.
Yeah I was thinking of making bots move with a 2-4 cframe loop instead of tweening between each grid, as I saw tween might strees the server and doesnt replicate smoothly like on the client. The tween would then be made by the clients. I don't use MoveTo as sometimes they somehow take longer than expected to move between grid, and precision of time is kinda needed for them to not kill themselves m