It would require a huge rework of the vehicle system and interfaces related to it.
For example: targeting (a vehicle is not a creature, so it can’t be aimed at with current system), melee attacks against vehicles (vehicles do not take non-bashing damage), part destruction, movement (legged creatures do not turn nor retain momentum like vehicles), fuel drain, creature AI…
It would be more work to adapt vehicle system to not-really-vehicular creatures than to adapt creatures to sizes larger than 1 tile.
That would mean tanks sinking in rivers (which currently is a horrible hack: vehicles just vanish without a trace), getting clogged in wrecks (wrecks can be really, really hard to destroy if rammed from a wrong side), balancing tanks around being able to plow through a forest, and being totally unsuited to non-flat maps (a single big pit could stop a tank).
Vehicle pathfinding is not an unsolvable problem, it’s just that it takes a programmer who understands A* (and associated caching) well enough to modify it for own purposes.
Starting vehicle enemies from pathfinding would be a much better way to go, as player AI would also benefit (autotravel, NPC driving).