While that was something I initially thought up and attempted, it ultimately did not meet what we expect because it still has the issue of MoveTo MOVING to its Target Point completely to the end first before executing the tree(and service and condition checks) again.
My partner ended up with an idea to get an array of path points between the pawn location and the target to move to, but while its movement is rigid because its checking points to move to after a few steps, it works because the current moveTo of the pawn is interrupted in favor of the other. Thanks though, but not what we want.