Another retreat concept that might usefully be added to the AI is to have individual ships to ignore fleet orders and retreat to a friendly repair bay when they are damaged beyond, say, 50% level. This would make it harder to finish off AI ships and so to fight the AI in general- and might even save some of the ships. The ships could be made available for fleet use again when healed.
It is interesting and instructive to contemplate what sort of AI you would want to produce given the opportunity. I know that I would cease any map-making work to concentrate on the AI, my opinion is that a game would be best with a limited number of maps, if this can then lead to improved AI and play. Any AI I produced would build repair bays, if the AI had some means for its ships to make use of them. Having them placed near appropriate structures might be harder to program or to make possible.
The existing AI might not be the worst in RTS, though the normal non-cheating AI is fairly dire, but it could be important to note all the ways in which the Sins AI has it easy:
-Pathfinding is made extremely simple, as the game is based on gravwells linked by phase lanes and has virtually no terrain or collision problems or stacking limits. One of the game concepts is that antimatter is removed by travel rather than consumed by travel. This makes the AI much simpler.
-Mining is automatic once the AI has acquired a planet. Resources are infinite, so there is no end-game. There are a limited number of goals, in terms of planets, for the AI to pursue.
-The AI should not have build-a-group problems, because the unit limits are set so high. If it does, it is due to the inability to develop its economy rather than built-in limitations. There are no transportation units in Sins.
-Combat research is not terribly important in Sins, so that it is not important if it is done in a haphazard manner. If each iteration of combat research yielded more traditional levels of improvement the AI might suffer.
-It should be much easier for the AI to define the concept of 'territory,' based on gravwells, than in other RTS games.
I'm sure there are more, but just given the advantages I've mentioned the Sins AI should really be much stronger than it is at the normal level. The implementation of the viciously cheating AIs rather than the further improvement of the basic AI was a very lazy form of improving the AI. Though there were improvements made, the corrections made to the AIs early obsession with siege frigates were long overdue. Of course the worst element of all is the the Sins AI remained hardcoded, which for a game where the AI environment is simplified so much and which is supposed to be very moddable, is close to unacceptable, so much that I don't understand why the problems with the 2GB memory limit have been emphasised over the far greater constraint of rigid and stupid AI.