Here's an AI profiles table with a whole ****ton of advanced **** enabled. They go into /(yourmod)/data/tables, saved as ai_profiles.tbl or (string)_aip.tbm if you want to use a modular table.
#AI Profiles
$Default Profile: BP2
$Profile Name: BP2
$Player Afterburner Recharge Scale: 5, 4, 3, 2, 1
$Max Beam Friendly Fire Damage: 0, 5, 10, 20, 40
$Player Countermeasure Life Scale: 2, 1.75, 1.5, 1.25, 1
$AI Countermeasure Firing Chance: 0.2, 0.4, 0.6, 0.8, 1.0
$AI In Range Time: 2, 1.0, 0.5, 0, -1
$AI Always Links Ammo Weapons: 60, 50, 40, 30, 20
$AI Maybe Links Ammo Weapons: 60, 50, 40, 30, 20
$Primary Ammo Burst Multiplier: 1.0, 1.0, 1.0, 1.0, 1.0
$AI Always Links Energy Weapons: 60, 50, 40, 30, 20
$AI Maybe Links Energy Weapons: 60, 50, 40, 30, 20
$Max Missles Locked on Player: 2, 3, 4, 5, 6
$Max Player Attackers: 2, 3, 4, 5, 6
$Max Incoming Asteroids: 2, 4, 6, 8, 10
$Player Damage Factor: 0.2, 0.4, 0.6, 0.8, 1
$Player Subsys Damage Factor: 0.2, 0.4, 0.6, 0.8, 1
$Predict Position Delay: 0, 0, 0, 0, 0
$Player Shield Recharge Scale: 2, 1.75, 1.5, 1.25, 1
$AI Shield Manage Delay: 4, 2,0 1.0, 0.5, 0
$Friendly AI Fire Delay Scale: 1, 1, 1, 1, 1
$Hostile AI Fire Delay Scale: 2, 1.5, 1, 1, 1
$AI Turn Time Scale: 2, 1.5, 1, 1, 1
$Glide Attack Percent: 50, 60, 70, 80, 90
$Circle Strafe Percent: 50, 60, 70, 80, 90
$Glide Strafe Percent: 50, 60, 70, 80, 90
$Stalemate Time Threshold: 15, 15, 15, 15, 15
$Stalemate Distance Threshold: 150, 150, 150, 150, 150
$Player Weapon Recharge Scale: 5, 4, 3, 2, 1
$Max Turret Target Ownage: 99, 99, 99, 99, 99
$Max Turret Player Ownage: 2, 4, 6, 8, 10
$Percentage Required For Kill Scale: 0.30, 0.30, 0.30, 0.30, 0.30
$Percentage Required For Assist Scale: 0.15, 0.15, 0.15, 0.15, 0.15
$Percentage Awarded For Capship Assist: 0.5, 0.5, 0.5, 0.5, 0.5
$Repair Penalty: 10, 20, 30, 40, 50
$Delay Before Allowing Bombs to Be Shot Down: 0.5, 0.5, 0.5, 0.5, 0.5
$Chance AI Has to Fire Missiles at Player: 1, 2, 3, 4, 5
$Max Aim Update Delay: 0.25, 0.2, 0.15, 0.10, 0.05
$Turret Max Aim Update Delay: 0, 0, 0, 0, 0
$big ships can attack beam turrets on untargeted ships: YES
$smart primary weapon selection: YES
$smart secondary weapon selection: YES
$smart shield management: YES
$smart afterburner 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: NO
$navigation subsystem governs warpout capability: NO
$ignore lower bound for minimum speed of docked ship: NO
$disable linked fire penalty: NO
$disable weapon damage scaling: NO
$use additive weapon velocity: NO
$use newtonian dampening: NO
$include beams for kills and assists: YES
$score kills based on damage caused: YES
$score assists based on damage caused: YES
$allow event and goal scoring in multiplayer: YES
$fix linked primary weapon decision bug: YES
$prevent turrets targeting too distant bombs: YES
$smart subsystem targeting for turrets: YES
$fix heat seekers homing on stealth ships bug: YES
$multi allow empty primaries: YES
$multi allow empty secondaries: YES
$allow turrets target weapons freely: YES
$use only single fov for turrets: YES
$allow vertical dodge: YES
$force beam turrets to use normal fov: NO
$fix AI class bug: YES
$turrets ignore targets radius in range checks: YES
$No extra collision avoidance vs player: NO
#End
You can pull off all kinds of interesting poopoo here. For example "$Delay Before Allowing Bombs to Be Shot Down" defines how long bombs are invincible for after launch. In retail it's 1.5 seconds! If you think this is crazy bull****, you can edit that figure down, though beware of increased proximity detonations.
Just bear in mind some of these flags don't always do what they seem to. "$No extra collision avoidance vs player" in particular seems to do some counterintuitive stuff, and I think the 'chance AI has to fire missile at player' field is out of 7 or something like that.