Frogboy, under what conditions would the AI generate a unit that abused regeneration by kiting, and how would it be solved?
This could very well be an extremely over-simplified perspective of mine, but this appears to be an issue related directly to initiative, and movement (as all kiting is). As Tuidjy pointed out, dodge also has a high probability of being comboed to the point of abuse. Would the AI ever notice these combinations mathematically and attempt to take advantage of them? If it could, that possibility in and of itself tells us that each of these elements needs to be examined individually for variations which are too extreme: that one unit can have the combination of very high initiative, movement (dodge, and regeneration), while at the same time another can have very low ratings in not only all four, but also accuracy.
With the introduction of initiative (time), movement on the tactical map (space), and many third related variables such as regeneration and dodge, we now have a case of rock / paper / scissors so to speak. Crowd control needs to be addressed, as these relationships supersede those between attack, defense and whatever else.
In a turn based game, even the AI will potentially exploit extremes. Introducing more unit skills and abilities that negatively affect these variables (initiative, movement, dodge, and accuracy) will help immensely. I have found the best solution to imbalance to be conjunction; such as ensuring that all units have strengths in at least one, if not two of the above.