I don't know about the SCP. Visual upgrade didn't struck me as important, and for this reason I haven't chosen SCP yet. I always thought that the AI upgrade would be the priority number one for me. About the solution you gave, I'm not sure if I could do the things with simple table changes.
For human player, if I remember correctly, the bomb locking can only be done when the bomb is in range. Does this happen for the computer also? If so, this would bring the bombers too close, since they will proceed towards the capital ship without being able to launch the weapons, until lock is achieved. Then the correct bombing distance would depend on the ship you are facing!
So would it be possible to lock before launch, and let AI decide when the probability of hitting is good enough? Actually, this would be fun for missiles also. Any missile could be shot from much longer distance in head-to-head situations. Trebuchet range 5 km? Now double that if the enemy is approaching with full burners! This would make it more difficult to hit a retreating opponent further than 2.5 km away but I think this is implemented somehow already.
Also, the command to search and destroy all and any AAA-beams and flak cannons (in a specific ship, preferably) would be really nice, but I wouldn't want it to happen automatically if a capital ship turret happened to slash a wingman. Keep the formation until I say otherwise!
I haven't checked through the AI tables of FS2. Where could I find them from FS2 main directory?
Mika