Here's some replies to some of the issues/suggestions mentioned - LONG post, you have been warned:
Repeating MG34 sound - Still haven't fixed this yet... tried a while ago but the fix I used on the 88/2pdr also disabled the MG's automatic fire.
Bots not using deployed 30cal: - Never seen this, will look at it (probably a missing AITemplate). What maps does this weapon occur in?
PHL CTD - Again haven't had time to play this map so haven't noticed this CTD myself,
German bot binocs not spotting - I didn't think bots could spot with binoculars anyway? I know I tried to get them to a while ago, with no success.
Nebelwerfer firing short - Fixed, this was caused by the same indirect fire setting that stopped the howitzers firing.
Planes focusing on infantry: Fixed, more or less, planes will not strafe medium/heavy armour targets (other than the Hurricane IID)
MGs not firing standing: Fixed (including the Beretta, I think), this issue is caused by a Python script (aifixup.py) which disables the prone-only setting for some guns in SP mode.
Armoured cars + artillery focusing on infantry: This seems almost unfixable, regardless of what you set the target priorities to. I'm wondering if vehicles are hard-coded to be more "visible" to bots than infantry? Howitzers do seem to focus on static guns as targets, though.
Bots firing rifles slower: I added a "cap" to the AI firing rate for pistols and semi-auto rifles in the last, 2.25-compatible minimod version - the same fix should be in the current version.
Destroyed vehicles lasting longer: Like the radio/comm rose commands, this is something I've been planning to look at for ages, but have kept putting it off due to more serious bugs/issues needing attention. It shouldn't be too hard to do, though.
Longer respawn times for static guns are definitely something worth trying (don't think removing respawning completely is a good idea, purely IMO), it will make up for the AI's laser accuracy for these weapons which currently tends to give the defender the advantage. I noticed that the guns on Totalise seem to take a very long time to respawn compared to other maps, which gives the Allies more of a fighting chance.
Commander AI fixes: Partly fixed at least - the next version of my minimod will include updates for all SP-playable maps (necessary due to the new SP-only artillery objects) and I've included commander fixes, AI improvements, and vehicle spawn tweaks in many of them. I hope to eventually have all SP maps with fully fixed + tweaked map-specific AI files but this will take a while to do. I think I've got rid of most of the commander bugs (caused by uncappable CPs being incorrectly linked), though.
Now, for the two issues which are really getting on my nerves:
1 - Bots not firing at exposed crew positions on halftracks/tanks: This is the major issue which is bothering me at the minute (plane rockets can wait for the next version, as they've never worked - whilst this is a new issue). Basically it's caused by the new armour system, there's a separate category for unarmoured vehicles which bots will fire small arms and MGs at, halftracks are "light armour" and ignored by small arms. I've tried giving the gunner positions the "unarmoured" class but this just causes a CTD; BF2 doesn't seem to like multiple AI armour classes on one vehicle.
Making light armour a valid target for small arms would result in light tanks, armoured cars etc. getting spammed with rifle/MG fire, whilst classing halftracks as "unarmoured" would make bots less likely to use AT weapons against them.
Also, I'm fairly certain that bots, even in earlier versions, never fired at exposed crew on tanks (Panther top MG etc.) as these have the HeavyArmour class... they might have fired at the Sherman top MG as this is actually a separate object (with its own armour class) attached to the tank.
The odd thing is that FH2 bots don't seem to be able to recognise the "HasExposedSoldier=1" setting which should - in theory - let bots fire at exposed crew regardless of their vehicle's armour class. Do bots do this in vBF2? (it's a while since I've played it) - I know they did in BF1942. If we can get HasExposedSoldier to actually work, it will solve the whole problem.
2 - Bots and AT rifles: I've mentioned this one before and can't work out what the %£!$ is going on. Firstly, I've disabled non-prone firing for ATRs - same as with MGs - but this just means bots don't use them at all; unlike MGs, bots don't seem to understand that they need to go prone to fire the gun (despite the "weaponTemplate.setFiringPose Lying" setting) and since making this change, I've never once seen a bot fire an ATR.
Secondly - and this is the really weird thing - on my copy of FH2, bots have never been able to hit anything when firing ATRs standing. They fire them, but the shot doesn't appear to go anywhere - though I've noticed the occasional teamkill message. I've experimented with firing an AT rifle standing inside a small building (the aifixup.py script also allows humans to fire standing) and found that the bullet hole usually appeared somewhere -behind- where I was standing. I even managed to blow up a civilian truck by standing in front of it and firing an AT rifle...
But Djinn and other players have reported that bots can hit targets when standing without any problem. Since everyone's using the same weapon data files and AI behaviour files, I have no idea what is going on here. Could it be anything to do with difficulty settings? I usually play with the AI difficulty on maximum, which as far as I know ignores the weapon deviation (inaccuracy) settings in the AI files.
How about Clivewils baby,the AIX_P51D
That must use its rockets ?
Unfortunately, no... this one is on Op. Cobra and I've never seen it fire rockets, though it will strafe targets, dogfight with Fw190s and drop bombs OK.
The rocket bug may have something to do with the fire rate or automatic fire settings as I'm sure I heard a plane rocket firing sound on Totalize once (definitely wasn't a bazooka/faust or Nebelwerfer) - but only one.
Also, I have the minimum range for rockets set to 50, not 500 as in the default AI files. Not sure increasing velocity is a good idea as it will also affect rockets fired by human players.
Anyway, I'll have another look at the plane rockets later today or tomorrow and will also try playing with different difficulty settings to see if bot AT rifles behave any different.