I'll side with OP here on the fact that he tried to make it clear that the issue he has with the AI is not the difficulty (it's just more boring) nor the fact that each fight ends in a joust (that's up to the player to break the cycle).
If I understand him correctly, he feels that whatever you do, the AI will TRY and enter in a jousting pattern, even though he might fail at it due to player input/ability.
While it might be a bit far-fetched to say that it's their only technique, it's certainly their most common one in terms of offensive engagement. I have to agree with him on this as this pattern is at times way too obvious, and NPC's don't feel diversified enough in that regard. Of course low ranking ones are mostly flying aimlessly where elite ones are quite spot-on but even they are quite unidirectional in their combat approach.
And, as many people have pointed out in different ways, that's a bit like complaining because a computer always makes the same moves when playing noughts & crosses. (or tic tac toe for colonials).
If you're playing noughts & crosses with a computer, it'd be a bit daft to moan because the computer doesn't make a variety of different moves because it's always looking for the most advantageous move and that's always going to be the
same move.
Same thing applies with combat in ED (or any other game).
You
can just program the AI to make a variety of different moves but if you do that you're always going to be telling the AI to ignore the optimal move and do something else instead - just to add a bit of variety.
You can usually hide this in a flight-sim because energy management, gravity and terrain provides an opportunity to "hide" any poor choices made by an AI for the sake of making the game more interesting.
In a space-sim, however, there's none of those things so if the AI does anything random it's
always going to put it at a disadvantage and it's always going to be really obvious.
As I already asked, I wonder if anybody could provide an example of something new an AI could do in ED to add variety
without putting itself at a disadvantage?
Thinking about it, I wonder what combat rank the OP is?
NPCs definitely up their game as you reach dangerous/deadly/elite.
If you're, say, at master level then NPCs
do act more like cannon-fodder.