I'll post here as its as relevant as anywhere else.
There are so many different endemic problems with the whole game that I get frustrated just trying to deal with the topic.
First off: there are so many issues with the AI right now that any "tactic" that the player uses and the AI doesn't is essentially an exploit. Before, the AI scripts had access to information and attributes that the player did not, which was supposed to compensate for the player's ability to dynamically trouble-shoot a situation. This no longer applies. The AI does not have any more options or greater abilities. Therefore, anything that the player does that is outside of the AI's programming is virtually an exploit.
Next, there are so many issues with AI scripts in the things that it is doing that the game itself is dysfunctional. It doesn't matter what plans you make playing as Germany, the AI will only build transports for Britain and won't research new techs. There is no point to discussing what's best as its irrelevant. Until we see what and how they fix this, there is no point.
Thirdly, the technology system is as flawed in this game as it is in all the others. Even with all the upgrades, the system still works on 100% pure hindsight. Tech-rush your chosen favourite path as you know in 1936 how the game will be fought in 1946. In reality, the reason Britain rushed sonar and ASW was because the Germans had developed an effective submarine strategy against the British marine fleet. Until the Germans develop an effective submarine strategy, there is absolutely no reason or motivation for Britain to develop an ASW strategy. This applies to a thousand different technological attributes through-out the game, including CV warfare, NAV warfare, armour design and deployment, specialised units, and many many sub-categories.
In practise, there was WWI experience, a handful of forward thinkers in each field and rare opportunities to implement new ideas. Until an actual event occurs in the history of each game, there should be no way to tech-rush equipment, tactics or doctrines.
CV, submarine and surface attacks and defences should work on a three tiered system like "rock-paper-scissors." CV's are vulnerable to submarine sneak-attacks, surface fleets trump any sized submarine pack in direct action and CV's have a significant advantage over surface fleets. Exceptions should be allowed, of course, but generally each should have their own category of attack and defence in each field.
CV's are strong in attack and defence against surface, medium against other CV's and weak in attack and defence against subs until enough CV's have been sunk to inspire research to develop an effective defence. Subs should be virtually ineffective against surface fleets (except with singular surprise attacks) regardless of the size of the hunt pack. I can think of no example where a large surface fleet ran away from a wolf pack. Subs are extremely effective against anything for the first shot, then they are extremely vulnerable. Hit-and-run is their only real tactic; there are no prolonged engagements.
There is no where to begin to really deal with solving these problems. I don't know if the AI scripts will ever be good enough to deal with a human player. I'm waiting for 1.3 to see how they stand up.