
General Tactical AI Issues
Pathing: The biggest general problem with the AI by far, is the horrific path-finding that it has (acquired somewhere near 1.0 if I'm not mistaken). Perhaps some of it was intentional such as not giving mobs map vision/automatically knowing where you are or some-such, or maybe it was intended to make them smarter about showing their faces around corners... but whatever the intent the end result is that the even Tactical AI's are so bad at finding you as to make them more or less helpless with even a little tactical awareness. Some examples:
A) There's a common tendency for mobs that are aware of you to just mill about around corners, out of LoS, but within range of innumerable AOE's you can throw around them. Sadly, The Master is a frequent victim of this. He can just be killed harmlessly with like any AOE most of the time.

B) Wall-walkers (Banshees/Dreads/Xorns/etc)... This is really flagrant if you use a track-like ability frequently. They often start/become aware of you, and try to get to you, but just amble about in the walls for hundreds of turns trying to path to you. Posted a pic of a particularly helpless Umber Hulk in the bugs forum a while ago as an example. http://forums.te4.org/viewtopic.php?f=4 ... wallwalker
C) In addition to the milling around when just out of LOS, unable to find you, this behavior is exacerbated by particularly complicated paths. For example, you can make a zigzag tunnel in the walls, and just safely rest although 10+ rares are aware of you and trying to get to you, they'll just never be able to path to you in any reasonable time.
Suggestion: I'm about 95% sure that I remember The Master of old chasing me down through level spanning zigzags prior to 1.0... so... give tactical AI back whatever pathing awareness existed for them then. Or, if I'm delusional, give the Tactical AI the appropriate pathing awareness.
Amusingly Dysfunctional Spawns: This can happen in a variety of ways, some of which just add some amusing flavor, but I suspect that some instances lead to related AI issues.
The amusing flavor of this is things like rares of immobile creature types spawning with pure melee skill-sets, or pure casters coming equipped with arcane disrupting gear. I suppose this can just be chocked up to those mobs making terrible life decisions

On the other hand, there are also lots of cases where rares+ will be in LOS and aware of you... but just dance around doing nothing at all. I'd guess this happens when mobs get inappropriate combinations of gear/skills/AI types. Archer/some melee combo's that have melee gear and try to act like ranged, perhaps (not really sure how it's all generated). Most frequently this can be seen with a creature just moving back and forth between 2 spaces, 1 in LOS and 1 around a corner out of LOS... and that's all they'll do as you plink them to death with whatever.
Suggestion: The first type probably doesn't necessitate any addressing, and can be kind of amusing. If the second type is actually caused by what I guess, then some more controls for appropriateness would probably be good. Even if it's not caused by something like this... it is definitively happening pretty frequently and severely lowers the AI's quality.
Class Specific Discussion:
Aside from the general issues raised above, there's some pretty big disparities in how good the AI is for different classes. While this also touches on class balance and interaction with the players class... the AI's are definitely not all equal at utilizing their tools. The tactical deficiencies tend to fall into a few categories: Poor/nonexistent use of gap closers, inappropriate target/range use, or just generally inappropriate and situationally harmless (thus wasted) actions. I'll go into each of the classes and give my thoughts and suggestions, which for most will just be small points that would significantly improve their effectiveness, but in some cases (Mindslayers/Summoners for instance) the AI is almost mind-bogglingly inefficient and there's some easy things that could be done to fix this.
Mindslayers: Mindslayer rares are certainly the most inefficiently played by the AI, judged by the disparity of how strong/utile the class is to how harmless the enemies are.
Issue 1) They don't ever spike their shields or auras. I remember them being able to at least spike auras when they were released, but it was probably taken out due to early game chars getting 1-shot. They should really be able to do this, however, as it's really the cornerstone of the class. I think that since it was removed the dmg has been toned down on them, not to mention that it's improbable (on non-Madness!) to come across one before you have the tools/hp pool to deal with it. They should certainly spike shields that would be appropriate to the chars dmg type as well.
Issue 2) They don't ever seem to use any of their gap closers, so they're like the easiest class to kite around without taking any risk. Perhaps they're rarely given the Augmented mobility tree or something, but if they do they really need to prioritize Telekinetic Leap/Shattering charge/Quick as Thought usage.
Summoner: Summoners problem is that they'll seemingly only summon things via targeting them directly on top of you, which has a range of 5. If you stay outside of range 5 of them... they just sit there and soak up hits harmlessly, just kind of move back when they get to range 6 and you're good. I suggest that they start summoning at towards you at range 10, which would both be fairly simple and the only possible way to really play a summoner

Alchemists: They generally do what they can... Their problem is really poor use of their golems, mostly. Its really easy to lure out/kill the golem, and they take forever to summon another and seem to only rarely if ever use supercharge golemn to summon another one while fighting. Giving them/having them use such would make them a lot less harmless.
Anorithils: ... Well, don't have extensive experience playing them because I think they're generally lacking in tools/survivability, so it's possible they're doing what is possible but it's just the class that's at fault. Generally free kills anyway, as I'm pretty sure I've never died to one.
Archmages: Good, with one key exception. The ones with Stonewall cast it directly on you, which as a rule just gives you a snug little hidey hole to let cooldowns come up/regen health/etc. I'd suggest having them use it offensively by targeting the square behind your guy (thus cutting off your escape), or defensively on themselves (thus leaving you potentially open to whatever other mobs exist).
Wyrmics: Basically same problem as Archmages. Mostly fine, just they tend to occasionally waste a turn by casting their ice wall on top of you (which I don't think even damages you like stonewall)... I'm not even sure this is conceptually capable of being an effective move. Just gives you more stuff to hide behind if you so choose. Same suggestion: Have them either cast it 1 square in front of or behind you.
Berserkers: They should cast Unstoppable significantly earlier, as they generally don't get it off.
Solipsists: One of the best AI's. Only thing is that they tend to not ever re-summon thougthforged dudes that die when it's safe to do so.
Rogues: Fine if you don't see them until they're next to you... otherwise there's a few issues.
Issue 1) Traps. Same problem as Archmages/Wyrmics/Summoners here. They seem to only be able to summon traps right on top of you, which is the absolutely least efficient place they can put them. Have them throw them in front of you while they're wandering up, or basically just anywhere that's not on top of you so that there's some chance you'd step on them.
Issue 2) If in melee range, opening with things that aren't either Deadly Strikes or Dirty Fighting... or both. Really, if they have both Deadly Strikes -> Dirty fighting -> Whatever strongly dominates anything else they can do, because they are both instant (Dirty only if fail, but still dmgs you and stun is by far the most devastating thing if it can stick). One of the few instances where there's just a purely dominant opening strategy. I die a little inside every time a Grandmaster Assassin opens on me with Swap!
Issue 3) The common issue of not using gap closers well. If they have nimble step, should be using it if spotted from stealth.
Corruptors/Reavers: Generally good, a couple issues both related to efficient talent use.
Issue 1) Should use virulent disease on cooldown. It's instant, so can go ahead and do whatever else as well. See rogues and deadly strikes!
Issue 2) Blood Lock at 100% health... worst possible use of a turn in the entire game!

Cursed: Passive track + Blindside, they should be able to do this! They should be causing shit-in-your-pants moments as they appear next to you when you least expect it!

Doomed/Necromancers/Archer: Solid ranged
Arcane Blades/Sun Paladins: Solid hybrid
Bulwarks/Brawlers/Shadowblades/Marauders: Solid melee's, although I pity the ones that have no other closers that are generated without rush!
Paradox Mages/Temporal Wardens/Oozemancers: Highly sub-optimal, as all these classes have amazing gap closers/openers, that the AI doesn't really utilize. The infinite TP's of the temporal classes (Particularly dimensional step, as it's instant), and Oozewalk/Slime Roots for Oozemancers. Also, TW's should throw up damage smearing way earlier, possibly as first action.
Discussion of Further AI Possibilities
First I have a question for DarkGod or anyone else who can speak to his vision: Is the goal of Tactical AI to be as good as the devs have the energy to make it? Or is it purposefully inefficient in some instances (like mindslayers), so as not to upset people/balance concerns?
If the former, there's a whole bunch of fairly easy things that I can think of to do above and beyond the quick class based recommendations I threw out, and I'd actually be glad to do the coding for some burly AI shenanigans if it's something that's desired but just a low priority/not having the energy kind of situation. AI coding tends to be complicated and kind of a pain in the ass, but it's one of my personal favorites. If the latter... I consider this unfortunate! Would you perhaps be interested in a separate, improved AI above Tactical for use on higher difficulties? Again, I'm willing to do so if there's interest, and here's some of the easier things to do that would have a significant effect:
1) Ranged targeting for things with a travel time. Like the serious tactically minded player, in most instances it's vastly better to actually target a point far beyond your target, so that they still get hit if they just try to move back.
2) Abusing AOE's like players can. Namely, instead of just approaching corners with their face that they know the player is just around (such as just seeing him step that way last turn), blasting an AOE such that it hits a few squares out of LOS. Also just more effective AOE targeting such that it hits the player without friendlies.
3) Effective kiting for the particularly kitey classes. Always trying to stay at max range, and disengaging effectively to let cooldowns reset.
4) Better overall weighing of available skills for maximum effect. For instance, almost without exception from the mobs perspective it should go: Do I have a stun while he's not stun immune? Use stun! Similarly, if aware of the player but out of LOS, could more effectively use recuperative/buffing talents.