Not 100% certain but it seems to be a 180 from what I was proposing and I don't see how it would work with an ai_profile that doesn't have things like $Glide Attack Percent.  I do think we are on the same page though
What I was thinking was something like this:
AI profiles has 2 entries.  This is the original one:
$Profile Name:                               TBP
  
$Player Afterburner Recharge Scale:          5,    3,    2,    1.5,  1
$Max Beam Friendly Fire Damage:              0,    5,    10,   20,   30
$Player Countermeasure Life Scale:           3,    2,    1.5,  1.25, 1
$AI Countermeasure Firing Chance:            0.2,  0.3,  0.5,  0.9,  1.1
$AI In Range Time:                           2,    1.4,  0.75, 0,    -1
$AI Always Links Ammo Weapons:               95,   80,   60,   40,   20
$AI Maybe Links Ammo Weapons:                90,   60,   40,   20,   10
$AI Always Links Energy Weapons:             100,  80,   60,   40,   20
$AI Maybe Links Energy Weapons:              90,   60,   40,   20,   10
$Max Missles Locked on Player:               2,    3,    4,    7,    99
$Max Player Attackers:                       2,    3,    4,    5,    99
$Max Incoming Asteroids:                     1,    1,    2,    2,    3
$Player Damage Factor:                       0.25, 0.5,  0.65, 0.85, 1
$Player Subsys Damage Factor:                0.2,  0.4,  0.6,  0.8,  1
$Predict Position Delay:                     2,    1.5,  1.33, 0.5,  0
$AI Shield Manage Delay:                     5,    4,    2.5,  1.2,  0.1
$Friendly AI Fire Delay Scale:               2,    1.4,  1.25, 1.1,  1
$Hostile AI Fire Delay Scale:                4,    2.5,  1.75, 1.25, 1
$AI Turn Time Scale:                         3,    2.2,  1.6,  1.3,  1
$Player Shield Recharge Scale:               4,    2,    1.5,  1.25, 1
$Player Weapon Recharge Scale:               10,   4,    2.5,  2,    1.5
  
$big ships can attack beam turrets on untargeted ships:  YES
$smart primary weapon selection:                         YES
$smart secondary weapon selection:                       YES
$smart shield management:                                NO
$allow rapid secondary dumbfire:                         NO
$huge turret weapons ignore bombs:                       NO
$don't insert random turret fire delay:                  YES
$hack improve non-homing swarm turret fire accuracy:     YES
$shockwaves damage small ship subsystems:                YES
$navigation subsystem governs warpout capability:        NO
$ignore lower bound for minimum speed of docked ship:    NO
$multi allow empty secondaries:				 YES
$allow event and goal scoring in multiplayer:		 YES
As you can see there is no ability for any of the new features even defined.  An additional profile to use them could look something like this:
$Profile Name:                               TBP_Glide
  
$Player Afterburner Recharge Scale:          5,    3,    2,    1.5,  1
$Max Beam Friendly Fire Damage:              0,    5,    10,   20,   30
$Player Countermeasure Life Scale:           3,    2,    1.5,  1.25, 1
$AI Countermeasure Firing Chance:            0.2,  0.3,  0.5,  0.9,  1.1
$AI In Range Time:                           2,    1.4,  0.75, 0,    -1
$AI Always Links Ammo Weapons:               95,   80,   60,   40,   20
$AI Maybe Links Ammo Weapons:                90,   60,   40,   20,   10
$AI Always Links Energy Weapons:             100,  80,   60,   40,   20
$AI Maybe Links Energy Weapons:              90,   60,   40,   20,   10
$Max Missles Locked on Player:               2,    3,    4,    7,    99
$Max Player Attackers:                       2,    3,    4,    5,    99
$Max Incoming Asteroids:                     1,    1,    2,    2,    3
$Player Damage Factor:                       0.25, 0.5,  0.65, 0.85, 1
$Player Subsys Damage Factor:                0.2,  0.4,  0.6,  0.8,  1
$Predict Position Delay:                     2,    1.5,  1.33, 0.5,  0
$AI Shield Manage Delay:                     5,    4,    2.5,  1.2,  0.1
$Friendly AI Fire Delay Scale:               2,    1.4,  1.25, 1.1,  1
$Hostile AI Fire Delay Scale:                4,    2.5,  1.75, 1.25, 1
$AI Turn Time Scale:                         3,    2.2,  1.6,  1.3,  1
$Glide Strafe Percent Enable:         Yes
$Glide Strafe Percent:                     40,      50,      60,      70,      80
$Player Shield Recharge Scale:               4,    2,    1.5,  1.25, 1
$Player Weapon Recharge Scale:               10,   4,    2.5,  2,    1.5
  
$big ships can attack beam turrets on untargeted ships:  YES
$smart primary weapon selection:                         YES
$smart secondary weapon selection:                       YES
$smart shield management:                                NO
$allow rapid secondary dumbfire:                         NO
$huge turret weapons ignore bombs:                       NO
$don't insert random turret fire delay:                  YES
$hack improve non-homing swarm turret fire accuracy:     YES
$shockwaves damage small ship subsystems:                YES
$navigation subsystem governs warpout capability:        NO
$ignore lower bound for minimum speed of docked ship:    NO
$multi allow empty secondaries:				 YES
$allow event and goal scoring in multiplayer:		 YES
In this example I only enabled $glide strafe percent.  The line for enable may not be needed it may just be enabled automatically if the values aren't all 0.  
Sorry was replying while Sushi replied.........