I agree, but I don't think dumbing down the game is the best solution. Creating a community culture that seeks self-improvement and helps each other in pursuit of that goal is a far better way.
This.
The last week has seen a drastic increase in noise all centralised around cries for Frontier to 'dumb down' pretty much all areas of the game.
We've got demands and support behind ideas for simplifying how to obtain materials and introduce static clearly sign posted 'theme park attractions' where you can just go to get exactly what you want... so "Planet Arsenic", "Planet Tungsten", "Corporate firmware land", "Eccentric waveform island" and so forth.
We've got demands and support behind ideas for simplifying what content you even encounter and to allow the player to 'pick and choose' what aspects they are faced with and degree that content will scale up to regardless to your actions to create their own experience and personalised universe.
We've got demands and support behind ideas for simplifying the AI to allow the return of solo 'space Jesus' adventures where a single pilot can go up against more powerful and more numerous foes and come out of it victorious with barely a scratch.
It has kind of been a disturbing look into the kind of player culture that's established itself seemingly quite spread out within the Elite Dangerous playerbase of what is often referred to as "The Burger King Generation" (Have it your way).... except on a pretty disturbing scale. It's usual to find resistance over changes especially those that make things more challenging or expect the player to find things out themselves through game discovery, but the degree of reaction on these forums to essentially reinvent the game on fundamental ways to have 2, 3 or even 4 different experiences running in parallel in the interest of having a way to do the same things as everyone else but in a personalised way that's exactly catered to your preference is rather weird to observe.
</rant>
Rant over the eccentricities witnessed on these forums the last week aside, I think the AI itself is in a very good place. Lower rated NPCs probably need a bit more polish and tuning up slightly, but really what potential problems do exist have nothing to do with the actual AI but are about finding the right balance in NPC ship performance.
Many NPC ship load outs are already where they need to be, others could probably do with a bit of tweaking in the interest of trying to have the experience of going against a NPC in the same ship with the same rating a bit more consistent rather than having such wild fluctuations depending on if they have missiles or not, chaff or not, railguns or not.... this isn't too say that it shouldn't matter what the NPC ships are loaded out with, nor that fighting a 'Deadly Cobra Mk 3' should always play out the same... but having one NPC configuration absolutely annihilate you because it had missiles and plasma accelerators, and the exact same ship type and NPC rating not using missiles and plasma accelerators always being a cake walk, is just too much of a inconsistency. The AI should first and foremost be what poses the challenge, their loadout quirks should act as flavour to the engagement. Not the other way around.
Overall, missiles both for NPCs and players need some tuning further down the scale in terms of sheer external damage they can do per missile. A NPC shouldn't be melting medium sized multicannons in a single partial volley, and I shouldn't be entirely destroying high rated Dropship engines in 2 missile volleys either.... I ran missiles to test out their new performance in 2.1 betas and they really are horrendously broken in ability to just "Turn off" a ship from being able to perform with minimal skill required behind doing so.
Some of the smaller ship NPCs at higher rating could perhaps do with some overall speed output tuning just so fights against them don't get dragged into the pit of frustration that is just repeating the same maneuver loop for 10+ minutes (2.1 Beta 1 & 2 AI anyone?) but which you can't really do anything about because You're flying 'Rock' and the NPC spawned with 'Paper'.
The rest really just comes down to us players needing to adapt, learn and improve and being open to needing to do so.... oh and actually being informed. Taking steps to make sure you're informed is important, Frontier do a lousy job of making sure people are informed about how the game works, so Elite Dangerous does require additional effort in this regard by the player.... come to think of it... maybe that's the problem...