I agree, the AI should be better, but I also think they can add a little bit more for the AI to do (like dashing, ramming, etc.) If the AI were better at dodging, the game would be marginally more difficult. And would make it more like a show/movie where everybody's shooting but no one gets hurt! XD Anyway, assuming they dodge, they can, as someone mentioned, find cover farther back, or be more agressive and run up for a melee as well (kamikaze of sorts, either to help their remaining friends, go out bright, or because they're cornered and no where else to go, etc.). And when only one is left (if the level allows), he might decide to attempt fleeing, and you could then chase after him if you wanted to. <insert epic car chase here> Not killing him might mean more enemies when you next see him.
(like the huge hexagonally plated floor map before you approach Soundwave in Kaon in WfC....some enemies there run away or lead you on for a bit - that could be expanded upon for the premise idea here)
But all of this is sort of intricately woven for the AI system as a whole. (IE not everything can be implemented one part at a time, but relies on other factors in the system to function effectively, basically a good chunk is all-or-nothing, effort wise. If you can't debug it before time runs out you lose a good chunk of improvement) So hopefully they have enough time and manpower budgeted to improve it.
(and knowledge and engine ability. I have no idea what Kismet or whatever else is actually capable of AI-wise, let alone in the new Unreal3.)
So yes. AI better = I hope it's on the list, regardless of whether generic enemies transform. I just don't see them taking that completely out...Like if you meet a boss, like Starscream, assuming he transforms, then his AI will have to deal with that in addition to everything else, while none of the other AI have to. It doesn't provide a good subject for bug testing anyway, if only one or two enemies use the system...not only would it make it harder to spot bugs, but there becomes a battle with how important they really are. On the one hand, it's only one enemy. On the other, it's a boss, so it's supposed to challenge you, not sit there transforming confusedly and whatnot. Of course, this isn't much of a problem if they script the bosses in stages like WfC.
Example:
Boss fires at you in robot mode until 60% energy remains. Cutscene. Boss alternates shooting and bringing in additional forces , until 20% energy remains. Cutscene. Boss brings in additional forces, and runs. After defeating additional forces, you chase after them, chase scene ensues and you have to take them out in alt. mode due to the speed/chase.
I won't get into my opinion of the flawed boss system in general in games (with uber health) to make up for lack of good AI.
Oh, what a wonderful place the world would be with great AI.