Thanks for answering! Maybe that was the mistake FDev made while back introducing the cap for NPC skill level, while not doing it for PvP.
Hmm. I still don't get it, why people keep repeating this nonsense. You can't be blamed, you were not around at that time, but the whole "NPC skill level was nerfed" is wrong. What actually happened at that time were several things at the same patch. The relevant ones were:
1. A number of problems with the AI were fixed. (Like the removal of the "spin of death" bug, where an NPC at some time decided to fly in a straight line for like 30 seconds and roll along the length axis. Which means it usually was shot down before recovering. )
2. The AI gained the ability to reverse to the same speed as player ships in reverse.
3. The AI gained the ability to also reverse when the player pulled a reversky on them, to avoid the most cheesy tactic of just reversing and then killing the AI which was following in a straight line.
4. The AI tried to retreat out of range when its shield were depleted.
5. NPC ships for the first time got access to engineered weapons and shields.
6.There was a critical bug, where a ship could end up with a set of multicannons or frag cannons, where every projectile fired was actually a railgun shot. With railgun shot speed, damage and accuracy. (So yes, a frag cannon would deliver 5 railgun shots with pinpoint accuracy to the target. Now consider the NPC having several of them and picture what it did to the target. )
It was actually effect 6, which lead to many people suddenly exploding. It was not the "sophisticated AI" which lead to people dying. Because only two things were fixed in the next patch. It was point 4 and point 6.
For point 4, it was removed again for two reasons. The first was that people in slower ships started writing forum postings while in combat. They fought the NPC. When the NPCs shield dropped, they still were able to do some damage to the hull, but then the NPC was out of range and lingered at 7km distance. Till its shields recovered, then it went to attack again. Even if its hull was down to a single digit percentage, it never fled or anything. It merely waited for shields to recover and then attacked again. This did not result in any challenging combat or danger. It merely was boring. (And also made sure that the players ship had plenty of time to recover its shields, in case it took some damage. ) At the same time, anybody in a fast enough ship merely had to bring a targets shield down. Then the target tried to flee away in a straight line. So if you had a ship of sufficient speed, you merely followed it and shot it down, as a target flying in a straight line is not really that much of a challenge.
In effect, removing the combat behaviour of point 4 thus actually made the AI more aggressive and thus a bit more dangerous again, while removing the "now wait for the enemy to return" gaming experience for people in slower ships.
Anything else of the AI upgrades of that time are still in place today. But what also was removed was point 6: they fixed the bug where NPCs might have ballistic weapons with wrong projectiles. So no more NPCs with 4 frag cannons, dealing 20 railgun shots in one volley and 60 of them within merely a bit over a second.
Interestingly enough, the patch notes both noted that one AI thing was nerfed, as well as a bug with NPCs weapons was fixed. But "perceptive" as some players are, they never managed to comprehend what the bug was and thus still, after all these years, somehow believe that it was "superior AI" which killed the players, instead of a bug.