OK, seeing two major games with goal oriented AI fail, I must ask some questions. Is this approach realistic enough or would it require too much work to make it reality? Did they just came too early, when this approach is not yet developed enough, so what we see are just "infant deseases" (as we call it)? Are there even any games with GOAP which managed to behave in some challenging way? I never understood AI programming much, so maybe my questions are stupid for the rest of you, but I am sure I am not the only one who askes those questions...
GOAP is a mature concept and there is a half a dozen games employing it. Several games have used it with superb results - especially in first-person shooters (F.E.A.R being most famous).
In my mind GOAP's biggest promise is that it allows creation of a library of actions which some or all agents can use. This makes code a lot simpler (and reusable) and it allows doctrinal uniqueness amongst agents (for example some agents may have a host of possible actions some agent will never use). I believe that these were very good reasons to employ it with E:TW. The next E:TW comparable game is the War Leaders: Clash of Nations. We shall see if they have managed to get better results.
E:TW very probably suffers from bad implementation on AI part so true value of its new engine will probably be seen with N:TW. They have now roughly a year to fix troubles in game engine to see how well new Battle AI performs.