DaBrain, from what you said, you want a difficulty level where the ships move, fire and are as smart as on insane, but you don't die that much.
Is this a correct example of a table entry? How many other entries would be in the table?
#AI Profiles       ;; I don't understand how this works completely
   
$Default Profile:                            medium                ;;??????
   
$Profile Name:                              medium                 ;;??????
 
$Player Afterburner Recharge Scale:          5,    3,    2,    1.5,  1
$Max Beam Friendly Fire Damage:              0,    5,    10,   20,   30
$Player Countermeasure Life Scale:           5,    4,    3.5,  3,3
$AI Countermeasure Firing Chance:            0.2,  0.3,  0.5,  0.9,  1.1
$AI In Range Time:                           -1,    -1,  -1, -1,    -1
$AI Always Links Ammo Weapons:               50,   40,   30,   20,   15
$AI Maybe Links Ammo Weapons:                30,   20,   15,   10,   5
$AI Always Links Energy Weapons:             40,  30,   20,  10,   7
$AI Maybe Links Energy Weapons:              30,   20,   10,   5,   0
$Max Missles Locked on Player:               2,    3,    4,    7,    99
$Max Player Attackers:                       5,    7,   9,    11,    99
$Max Incoming Asteroids:                     8,   12,    13,   14,    15
$Player Damage Factor:                       0.01, 0.05, 0.08, 0.09, 0.1
$Player Subsys Damage Factor:                0.1,  0.3,  0.5,  0.8,  1
$Predict Position Delay:                     0.2,    0.1,  0.07,  0.02,  0
$AI Shield Manage Delay:                     5,    4,    2.5,  1.2,  0.1
$Friendly AI Fire Delay Scale:               1,    0.9,  0.8, 0.7,  0.6
$Hostile AI Fire Delay Scale:                1.5,   1.3,  1, 0.8, 0.6
$AI Turn Time Scale:                         2,   1.5,  1.3,  1.11,  1
$Player Shield Recharge Scale:               6,   5,    4,  3.5, 3
$Player Weapon Recharge Scale:               15,   8,    6,  5,    3.5
$big ships can attack beam turrets on untargeted ships:  YES
$smart primary weapon selection:                         YES
$smart secondary weapon selection:                       YES
$smart shield management:                                YES
$allow rapid secondary dumbfire:                         YES
$huge turret weapons ignore bombs:                       YES
$don't insert random turret fire delay:                  YES
$hack improve non-homing swarm turret fire accuracy:     NO
$shockwaves damage small ship subsystems:                
$navigation subsystem governs warpout capability:        NO
$ignore lower bound for minimum speed of docked ship:    NO
$disable linked fire penalty:                            YES
$disable weapon damage scaling:                          YES
$use additive weapon velocity:                           YES
$use newtonian dampening:                                YES
  
#End
The wiki didn't do a great job of explaining how these worked, and I didn't feel like looking for them in the VPs or wherever they were, and I'm too lazy to test it right now. Do the Boolean flags apply to all difficulty levels? I really don't understand that part.