Perhaps you have edited some of your posts to read better. However you do very much imply 'more complexity' => 'the less the AI can handle' => 'less strategy' in inverted commas with statements like these;
My points were;
1. That complex features, do not imply that you need more programming or needing a 'better AI'. The key thing is the structure that surrounds the AI code that becomes important. When you think of the Civ games for instance, they are/were very complex games with a good enough AI to give you a challenge. Complex and good AI, because the game was designed with an AI focus. Then you can compare it to something like the Vanilla Command & Conquer series with a simple game, with effectively a rubbish AI to go suit. This is because the game designers while they implimented a great AI structure didn't take it the full hog. Indeed taking that line is what the Supreme Commander people did, and expanded on the same kind of structure with a modular more dynamic AI. Anyhow I digress.
2. Asking for a scripted, but dynamic AI. It's a complete contridiction of purpose.
Indeed you can't 'mix the two' ideas because then you end up with an AI that does silly or stupid things. Which might be an AI Germany that having 'won' its 'scripted wars' then goes on to declare wars on all the other nations of the world just because its dynamic AI knows it can win them all. Then you have an issue with having to beef up the dynamic AI to do one set of things, and beat it down again to do another. At some point in the process stuff gets left behind leading to clunky behaviour. Indeed, that is exactly what HoI3 is like. Because the game designers have some AI code that matchs with the game engine, and then they go and lump on a load of 'events' to match history.
The result is an AI that tries to do its 'scripted features' but then gets totally screwed over by the fact that its being prevented from doing so by some internal dynamic code, or vice versa.
A case in point would be naval invaisons. Here we have the 'scripted code' that pushes two nations to war, but then the code doesn't work for the AI to work out when/where to do a naval invasion. Or it does a naval invaison, like the UK, but at a time/without the resources to sustain it because it wasn't a scripted event!
HoI3 is a great case study for why mixing these two branches of AI design doesn't work, and why it is a clunky buggy game. Some programmers are trying to
script behaviour in, while others are trying to
code behaviour in, and
it doesn't gel well.
3. Finally, if you want a streamlined, balenced, combat orientated unit roster. Then go play an RTS; historically Battleships and Battlecruisers were on the way out in favour of the Carrier, therefore carriers should be better, and a gamey player will play with that in mind. But somebody who wants to do a bit of a historical sim, is going to be preaty cheesed off by their carriers not being as effective as they should be, or tanks rolling over everything left, right and center, as some examples.
Many people don't play HoI because it is a 'balenced game' they play it because is a grand stratergy set in the era of WWII, and they expect it to be a fairly accurate simulation of WWII. In general, they are not looking for a sandbox game loosly based around WWII like half of all the other games out there, they are looking for something that tries
at its heart, to be the most accurate representation it can be.
We don't want 'WWII Chess', we don't want 'Supreme commander without the sci-fi' what we want is the weapons, nations and leaders of WWII at our disposal, fighting WWII, with us allong for the ride proding the input here and there.
EDIT 4. Final point I might make, is that potential strategies are always expanded by additional content, not less. That is because stratergy doesn't revolve around making moves, and working out the best moves. But its about putting a combination of moves together. Games like Chess have far less strategy than say Go, because even though both have simple rules and 'low complexity' with Go the board complexity increaases as the game is placed compared to decreasing with chess as pieces are captured. You can then through poker into the works as an incredibly complex game (indeed infinitly complex due to the 'infinity of people to play it with'), with just as much strategy as both of Go and Chess put together.
http://en.wikipedia.org/wiki/Strategy_%28game_theory%29