I think its best kept simple: Work with what you have.
There's a reason I made the Singleplayer Philosophy thread, although I think the reason was lost on most. But here's it put simply. I needed to define what the goal of the singleplayer project was, so its not just about 'improving AI' (Thats a scalar quantity and non-directional, what is 'improve'?), but rather set a goal for SP and follow that. Here's mine:
AI in Fh2 cannot represent tactical game-play since bots cannot be tactical. It represents logistics in tactics instead. A bot with a rifle should fire at the range of rifle with the speed his rifle allows, an smg should get in closer and spray, an mg gunner should fire from at least rifle range, if not further, move in a bit, fire again - Same goes for ordinance, armor and other vehicles. The desired effect is therefore a simulation of how the battle would proceed with the various guns and vehicles thrown in according to the battle they represent, with the constraints that are the very nature of the map/ battle.
This is why I for one, am not in favor of changing level design or vehicles etc. The determining factor of any singleplayer battle is therefore the 'single player' as the bots are designed to simulate, and hence things would most likely proceed like they did in history: PeB, etc being a hard fight for the attackers, Totalize, Sfakia etc, being as much a possible loss as it is a minor victory for the attackers etc. The tipping factor, therefore, being the human player
Each battle however needs to be somewhat balanced to allow players fill a spot on either side and be challenged by the gameplay, unless the battle truly was a total cakewalk for the side the player fights on