On ships being suicidal.
I decided to take a closer look at "For the Greater Ludd" mission.
You get a Hammerhead, three Condors and two hounds against Dominator, two Brawlers and Tempest.
I noticed that standard Hounds die practically every time if left unchecked - you can notice that they have a short range Assault Chainguns - 450 units of range against Arbalests' 700 that Brawlers have or 1000 of Tempest's Graviton Beam (it's kinetic damage, though, not that dangerous on it''s own).
I decided to refit the Hounds for more long-ranged role - tried Arbalests, HVDs(1000 units of range) and Heavy Maulers(1000, too). I put in Makeshift Shield Generator to give them some margin of error.
Nope, they still decided it's a good idea to close in and take damage. It was bad enough if they got in Brawler's face, but I often have seen them going right in front of Dominator, results are rather easy to predict.
Now I wonder, normally AI is set at Steady, which apparently takes Enemy's flux into calculations, and probably tries to get closer to force enemy to either take damage or overload and it seems to pretty overconfident in it's abilities.
It seems that ships behave a bit better when there is more of them against one target. In "A Fistful of Credits" you can give the Hound a Heavy Mauler and leave it alone, it can strike at enemy Mule fairly decently if Lasher is helping with flanking it. Give it the Elimination orders ends up with it getting right in the Mule's face, resulting in taking damage (but works for Lasher due to shields and weaponry and Accelerated Ammo Feeder, it still comes in closer than needed).
About station fights - yeah, it looks like ships cannot follow the part they're put dent in it's flux and generally act a bit weird (I have seen Odysseys Plasma Burning right into it a few times)
I cannot compare it with 0.8 because I wasn't observing AI behavior at this time.