Maybe it's just not that big an issue to most folks...
I think this is mostly true. I have hated most games, if not all games, pathfinding abilities and always moved the distance that I knew the engine could handle. Especially when coupled with any enemies along the way. Of course, most of the ones I really hate are RTS and not TBS, but still.
Really, the Myth series (1/2) had the best movement of an RTS. Admittedly, it moved slow enough that I could correct any problems, but usually I just assumed I picked a spot by mistake instead of where I wanted. (Since occlusion was brand new at that point, and it was tough to click behind a building during battles.)
I watch all my units if I care about the # of turns. Even in the Civ series. From playing enough TBS board games where being one turn behind is a loss, just kick the king over type situation, you end up learning pretty quickly, or you just have enough at home to not care if you're a turn or two behind in movement to a defensive position.
Now the moving a ship (or unit) from one end of the world with too much FoW in the way, the UI should plot the multiple move points _and_ display them to us (as has been mentioned before). I shouldn't have to micromanage across the world movement of my characters. I almost feel like building a level 1 city ever so often to make this possible, but that seems weak.
So in conclusion, it's not that big an issue for me, excepting for across-the-map movement not working right. If everything else were perfect, I'd ask them to work on pathfinding, if only to sell the damned algorithms to all the other game companies (if such a thing were possible).
Just my two cents.