I support the suggestions here.
1. I'd like to see AI starships prioritize either seeking support or getting supported as well. They seem to act alone all the time.
[EDIT]One solution could also be to have a portion of AI starships be placed in same manner as any other ship. Some guarding a guard post, for instance. I'd find it delightfully annoying to have couple of dreadnoughts stationary right next to a command station or guard post, in the middle of possibly hundreds of small ships. Dreadnoughts tend to always be FRD, away from any other ships or points of interest, making them way too easy targets to run down separately. If they were surrounded by a hundred other ships... it'd make it a whole different story. Or maybe have a tiny percentage of ships on a planet move along with the FRD starships? Like 2% of total ships on a planet for each starship. They could simply replicate the movements of the starship they're assigned to, to minimize CPU work, and thus appear to be tagging along the starship as if supporting it.[/EDIT]
One of the things that I bought the game for originally were the talks about unusual and unpredictable AI and whatnot I saw advertised in many a place. Right now it seems like most of the time the AI simply chooses a target, rushes towards it with a bunch of ships, each acting independently, forming a line that can extremely easily be countered by switching what ship types to keep in front. This happens all the time, lacking any unpredictability in that part whatsoever. First come the fighters, then the bombers, then shuttles and frigates. At least on difficulty 5-7 this hasn't varied at any point.
2. Even the occasional AI controlled blob would make the battles more interesting in that regard, as there would be multiple ship types to counter at once.
3. Another thing that would be nice is some dispersion in the attacking AI ships, even if they all attack a target in same direction. Maybe forming a tiny fan-shaped pattern when they attack, rather than the straight line. At least occasionally. It'd cover more area and could make short-range flanking moves harder in some situations.
4. Cloaked AI ships (and why not some visible ones as well) could also have a 2-phase attack. First they select a position to move in, which is somewhere near the target, but not straight on the target, then when enough of the cloaked ships reach the point, they start phase 2,which is to attack the target. A simple event like this can make it appear like the AI is trying to flank or surprise the player. Of course, attack patterns like these should only be used by the AI when they're not in a high-priority situation, like defending a command station or whatever.
Overall, what I'd simply like to see is less straight-line AI attacks, and more unpredictable patterns and groups of ships attacking simultaneously. Even if they're not more efficient, they'd at least make things more interesting than using the same tactics to counter the straight-line attacks every time.
I too enjoy AI War as it is, and don't believe that replicating a human opponent should be a goal, but the repetitive straight-line attacks feel a bit boring at times. It'd be nice if the AI could overwhelm the player with sudden decisions regarding its ship placement and routing too, and not just with massive rows of ships. ;P And hey, if some people don't like this, just add yet another on/off checkbox in the game settings for 'extra AI fleet behaviours' or whatever fancy name it could have. I'd take a more random AI behaviour over a predictable straight-line attack myself anytime, but perhaps others wouldn't like complicating AI movement beyond the current setup...