I understand the limitations. But well, it is a great loss in Fh2 where FH1 really got it right - The sheer arty pounding and tanks doing both HE and AP in one short were quite effective in covering the ineffectivness of the bots' AI.
In FH2, rifling is alot better, and bots seem like they are less of vegetables than their FH1 counterparts... Would be a big mistake to avoid pathmapping buildings as that will bring them closer to the latter's dismal thinking, but arty is the real winner
The effect of total war involving air support, armor, infantry and arty is what reall does it - Tanks in FH2 are, let's face it, more stupid than one since they can't hit well at range and close in too much for interesting tank combat. Arty, if any of the theories were possible, will really do it for the battefield and tactics.
Whereas having bots use binocs seem simple enuff in theory (I mean, their FH1 counterparts did it), it is even more of a theory IF they will 'shoot' just once and consider it a succesful hit the first time rather than binoc-spam.
Abilty for bots to fire arty based on player targetting is even slimmer a chance since they will have to react to the player first and foremost, a thing FH2 bots do worse than even vanilla. Then they will need to translate the spot into coordinates to aim and fire at noting that they are indeed firing at a target and should fire until its gone... quite alot to process for our little logic side-liners, I'd say
now some work-around for them to fire... irrespective of if they are blocked or not is the one thing I personally think can be achieved by some trick of sorts. After all, I'm sure like their predeccesors, they are limited in sight only by the coder's idea of how far they should see... and what is more, I'm sure they'd miss alot more than Fh1 bots, which is as realistic as we want them, really