Hello again!
I've really been enjoying a lot of the new options you've been adding, but I've found the <90% ammo one sometimes a bit frustrating - for weapons that reload an individual shot at a time this works well, but for weapons that have large magazines, where a reload can be half the total capacity, it really doesn't work so well.
For example, the Victorys has
a pair of built in guns. 90% ammo pool on this means it'll only fire 3 shots out of the 15 given per reload, until the opporuntist AI kicks in and it fires everything.
So for weapons like this, having another weapon AI option that can read a weapons reload size, and fire an entire reloads worth of ammunition before conserving would be ideal.
Expanding on the opportunist AI - I think the additional constraints for when the AI decides to fire (enemy movement speed compared to projectile speed, likely to be in range after travelling etc), can make the AI too hesitant to fire.
Projectile weapons already have a fadeout distance past max range, which means even if the enemy moves out of range, the projectile still has a grace period where it will connect for reduced damage.
I'd often just want the weapon to fire at the target, at the off chance it'll connect and deal a chunk of damage, than not firing at all because it thinks its not likely enough, and dealing no damage at all - especially considering the limitations the opportunist mode already places upon when it will fire (high flux etc), means the windows for when the weapons will consider firing at all are already small.
Ideally I'd like there to be two seperate conserve AI types.
The first being the current, overly cautious opporunist AI kicks in past the ammo threshold
And a second, where the opportunist AI only checks the ships flux level, without the other firing constrictions past the ammo threshold.
Edit: Another suggestion would be an option to force AI ships to select an empty weapon group, if possible - this is a niche scenario, but a scenario I have come across nonetheless, where if a ship has only PD weaponry, the AI by default is assigned to group 1, which in this case would always be a PD group - however AI in manual control of a PD weapon group, cannot actually use it as PD!
However, selecting an empty weapon group for that ship instead, allows all the groups to function as intended.