Yep, that just about sums up the feedback I've been getting. Downside is some of those points are directly linked.
The "Enemies refuse to aggressively position when they outnumber you" and "mindlessly wandering out of cover" are the same activity to the AI.
Either A - tree hug or B - aggressive movement. However, the AI can't differentiate when it has 2 units left or 12. Two units rushing out of cover vs 4 player units is bad, 12 is good. The AI just doesn't consider units not spawned outside it's Lance that I can tell. Same goes for JJ movement, I can't directly tell it to use that more or smarter.
The target selection I think I can work on now that I have AI toolkit, but all of that is kind of hidden from diagnostics. I have to crawl through logs to get an idea about why it picks something over another when it comes to target selection. The priority targeting, like for base defense and escorts I do have the power to tune. I initially set them to try to complete their objective ASAP but this is exploited as you mentioned. I'll need to find a balance and know the variables for that already work, this should be possible.
Thanks for the feedback!