Well, the problem is the rotation and movement direction.
One thing you could do is use another object for each enemy.
This object would be a single invisible pixel. You would want to put this pixel in the same Container as the enemy, so each enemy has a pixel linked to him, and when an enemy is picked, the pixel is also picked.
Then, you would have to have the pixel handling the pathfinding, and rotating, instead of the enemy. The enemy would only be pined to the pixel, without rotation. You still handle the rotation of the enemy sprite manually as you do right now. You will also have to transfer the movement function to the pixel, as he is now the one moving.
So now that the pixel moves and not the enemy, if you have the line of sight on the pixel object, it will follow the rotation.
After re-reading what I wrote, I may completly miss your problem, if I misunderstood how you handle the enemy rotation on screen. If that is the case, sharing your capx could help.