The entering an mg thing is not a quirk or bug, its an uncaught exception.
1. You can't replace a human player on a deployable mg.
2. In FH2, it is assumed any deployable will disappear once exited, except when the operator is killed.
3. Bots in BF2/FH2 will always exit if you displace them.
4. So you have a scenario not accounted for, exiting a weapon that should disappear on exiting, but can't because the player is immediately switching place.
I really think we ought to keep bots using deployables.
AI in FH2, as I always envisioned it is logistics, not strategy because bots can't do strategy.
Teach a bot to use a weapon the way it should be used at the range it should be and they will do so exactly.
1/ An mg gunner will fire prone from range till the enemy is dead or out of range before moving up
2/ Enemy infantry realizing they are getting more lead from the mg will engage it more than the others.
3. Riflemen accompanying the mg will now be lower priority targets, therefore able to move in, so it serves as mg suppression would have in multiplayer, to allow the assault team to move in.
This applies to everything; mobile artillery will fire from distant range till the enemy is gone, mortar and mg will remain on their kit, never leaving, and creating a hard point no matter where they are, to make lonewolfing a hazzardous prospect for players.
...Just don't enter a deployable weapon being used by a bot is what I say.
However, it is excellent to use bots to give covering fire with deployables.
I can set up defenses with just my squad when facing insurmountable odds by setting an mg to keep infantry at bay, while focusing on tougher tasks like tanks
Alternatively, when attacking hard points like the nebelwerfer on Purple Heart lane, it helps to set up a mortar or an mg to suppress or indeed kill as many of the enemy attacking from behind the nebelwerfer, so that you can safely move in with most focused on firing at your mg, which, if you position right, would be clear of your attack path, able to take down enemy, and yet hard to kill.
The solution of simply stopping bots from doing stuff, I feel should be used sparingly. Smoke was a rare instance it was needed. Otherwise, I feel we lose a logistic aspect that makes SP close to as fullfilling as online play.
In Fh1, bots could not do A LOT of things, so the experience was wholly lacking.
I really wish we won't start doing that here too.