Fondly, with full vignette and warm glowing emotions. It was a brief part of 2.1, Sarah Jane Avery (Mistress of Minions) was given free reign on combat, which removed the bug where the NPC's would stop and barely roll for you to shoot at them like they were on a rotisserie. Then some people complained because the new AI that could FLY was having them on first name terms with the rebuy screen, so the AI got nerfed, heavily, with the Inter Continental Nerf Missiles. When it later came to light that half of the devastation was caused by a networking bug allowing the NPC's to have fun mixing and matching the attributes of weapons when they were spawning their loadout. So we had Frankenstein things like a multicannon that fired plasma accelerator projectiles, and a rail gun beam laser that fired a rail gun shot every single frame.

So if you were running at 60frames per second and got caught by one of those monsters, it was 60 railgun slugs per second.

But when they fixed the Frankenstein loadouts, they never reverted the nerf on the AI.

☹
I still don't know which version of ED people were playing, who keep spreading the fairy tale of the NPCs being so much better at that time. The only thing which indeed actually made those enemies dangerous were the bugged weapons like the mentioned railgun-multicannons. NPCs without them were neither more dangerous nor more interesting to fight against.
The only real change of behaviour was that they retreated out of range when their shields went down, to return after recovering them. Combat against AI at that time was even more boring than at any other time. I was actually writing forum postings here WHILE IN COMBAT in the game when the ship i was using was not fast enough to keep up with my target. After all, it just meant that the NPC stayed outside of weapon range for a while. We both recovered shields till it returned, then i smacked down its shields again, did some more percent of hull damage and it ran outside of weapon range again.
If your ship was fast enough to keep up with them, you could boost after them and still take them down. No big deal there, as their method of retreat reliably was to boost away in a straight line. It was that time when i migrated to long range railguns, resulting in extremely easy kills.
So really, i have no praise of the AI of that version. It were the bugged weapons which resulted in people getting sent to rebuy, the AI not only had nothing to do with it but even was less interesting than at other times.
And on the topic of the thread itself: indeed things are too easy for everybody with a fully engineered ship. And indeed the proper answer can not be "then don't engineer your ship". That kind of answer is no better than "don't play the game".
The correct answer also can not be "simply make NPCs stronger". Merely doing so would be pure slaughter on newer players who don't have well engineered ships yet. The proper answer thus would be "nerf the hell out of all the overpowered engineering -insert censored word here-".
The game would need the nerf of engineering blueprints since years. With the nerfs being applied to all existing equipment, too. But based on FDs former and very gentle attempts of nerfing just the worst aspects of engineering, how parts of the community reacted on it (see: taking candy from a child) and how FD caved and rolled back on any nerfing attempt, it's unlikely that they ever dare to try to fix the problem again.
Combat should be a bit less about loadout and more about skill. But defense modules values and scaling have gotten out of hand.
Indeed, that's the nice and polite way of describing the core problem.
