You know what? That is entirely fair, and to be clear, it was more of an observation rather than a criticism or complaint! I do like the way the mod handles itself.
You can also see the issue of "Suddenly very short range" for the weapon arcs for like.. PD guns, when they're trying to shoot down missiles and fighters. The range becomes so short when the PD starts to target missiles/fighters, that the guns only start to actually acquire the target and shoot them down when they're like 3/4ths through the total range of the PD. IE, danger close. Which also means that sometimes your PD won't even shoot at fighters and missiles cause it just can't acquire the target, since they're too fast for tracking, and instead is fixated on shooting at a nearby frigate or larger since it can actually target those.
PD isn't targeting missiles? That's not good. Can you reproduce this bug?
And this is less of a bug that I've noticed. More of a behaviour of the
Ballistic PD in the heat of battle. I can try to look out for it more but.. I wouldn't know what is causing it or how to check it up.
But it's like.. When you are in close enough range with a ship, IE you're brawling with it, whether its a frigate, destroyer, cruiser or capital. The PD has this behaviour to shoot at the ship as well, which is all well and good. This is with or without integrated point Defense AI hullmod.
It's just that, given the before mentioned behaviour of the PD only really shooting at missiles/fighters when they are very close to the ship, it almost feels like the PD will kind of just.. not bother to shoot at the missiles/fighters? and instead continue to shoot at the more easy to hit target, being the opposing ship (frigate, destroyer, cruiser, capital) and completely ignoring Fighters circling the ship or missiles heading straight for your ship until it's pretty much too late to change target.
A solution I can think of would be for the PD to at the very least start to track missiles and fighters once they enter the maximum potential range of the PD even if they don't actually engage the missiles/fighters until it has a solution that will hit.
Think of it like.. This youtube clip of a Phalanx tracking a civilian airliner.
As for Energy Beam PD I can't say much, aside from the fact that it is sometimes TOO GOOD and keep shooting down my UAF nukes
Overall though, Beam PD seems to be far superior to Ballistic PD, which does make logical sense since the beam PD isn't limited to range as much as ballistic PD is. And it has a much faster target acquisition it seems.
And once the ADHD Ballistic PD actually has a solution and aren't hyper-focusing on a frigate, it can be very beautiful to see the explosions all around your ship as fighters and missiles gets shot down.
Edit: A secondary solution for Ballistic PD would be for it to technically kind of ignore the 3d targeting rules? Because ballistic PD, such as CIWS in modern days, work on the basis of "Accuracy through volume of fire". IE, Throw enough metal towards the target so that even if it isn't 100% accurate (Be that through ECCM, quirks in the design), you will still shred the target because you turned the air into mostly metal.
So I understand your logic and argument for the 3d targeting, and how crafts can dodge up or down to avoid being hit. But like seen in Battlestar Galactica, for example. Being able to just fill the volume in front of you with enough flying metal, be that from Flak, CIWS or a trusty belt fed machine gun, is quite an effective way to protect against Missiles and Fighters.
I drew an example to clarify what I mean.
All in all, it isn't exactly a bug. Just a funny behaviour with how the PD follows the set rules, and kind of.. underperforming? because of it.