or just implement that into ai-chase...seeing as ai-chase with capships is hardly consistent anyway and that probably won't break backwards compatibility...too much 
But oh how I wish capships knew how to close into range, stop, and rotate/bank to provide maximum turret coverage...
Unlikely, as it would break retail compatibility. It's more likely to be something to incorporate into ai_profiles. What could really be useful is a way for the AI to calculate where the most dangerous turrets on an enemy ship are and attempt to maneuver to a point outside of those turret's firing arc, then if possible to try to find a complete blind spot. It should also take into account any damaged or disabled turrets into its maneuver algorithm, as well as the ability to know where its own most powerful weapons are and point them towards the target. Also, the attack distance should also take into account the physical size of both ships so we don't get any base-ball bat incidents. Of course, we're not likely to see any of this any time soon.
I remember seeing a Moloch park itself in an Arcdia's blind spot (or at least somewhere underneath it, it was a while ago). In fact, i thought it was the process of blind spot seeking that caused the "death spiral" we all know and love.