(Honestly though this is such a cool piece of work it deserves a second conversation, that one only hit 40 comments.)
Many of your maps consist of rooms connected at a few points. Have you considered running pathfinding first through the graph of rooms and then through each room individually? You could even precompute all paths through a room from one portal to another, but you probably don't need to, but you would need to precompute how costly they are. This is probably about the same pathfinding cost as putting a landmark in each room.
Changing the graph is another optimization that's commonly used. A graph of rooms is far smaller than a graph of tiles, and you can precompute paths on the small graph. The landmark heuristic can work on that graph too, although with the small examples on the page you probably wouldn't need to.
They then do all-pairs precomputing between the border nodes and connections within the zone; then use this to cheaply handle the long-distance travel, while only needing to do full non-precomputable pathing locally within the start and the end zone (and ofc jumping across the contractions on the way between the border of the start zone and the border of the destination zone).
I think the first demo in the introduction is supposed to have some blue but the default setup for some reason doesn't. If you move the landscape over to the other side you can see some blue appear.