Ok, been playing around with starfarer a bit more and I noticed fighters need a massive rework.
Bombers need to rework how they drop their payloads so they become less suicidal, currently they try to fly through ships regardless of how many guns are in the way. This isn't very bright at all. Bombers should automatically try to attack from odd angles instead of going straight in where all the biggest guns are aimed sort of like fighters instead of making the shortest route to the target. Furthermore bombers should fly off to the side of the target instead of flying awkwardly through it via space magic. When bombers finish their payload they should hover around the largest ship if there is no carrier currently deployed.
Fighters also need some rework, they don't strafe instead they fly straight into targets stall and then fly backwards. What they should do it make a 'fly by' whereas they don't head straight into the ship, but around it while spraying bullets into it by turning while retaining the momentum. Fighters also shouldn't awkwardly slow down when spraying into ships as if waiting to take a rocket to the face. Fighters in general need to be less suicidal when there's a carrier and try to save at least part of the squad from complete destruction otherwise. Fighters returning should also AVOID but not attempt to fight enemies along the return route.
Frigates and Destroyers need to flank better, mainly based on where the guns are aimed at. On ships with side-facing guns ships will run straight into them, further more sometimes they do the same thing that fighters do which is to fly right up within range of the vulcans and stall for 1-2 seconds and back off. They also need to be more wary of flux levels when fighting larger ships, EG leave enough so you don't overload from a single round.
Frigates with shorter ranged weapons than the opponent shouldn't stall when trying to attack. On the Sinking the Bis'mar AI control ships pretty much refuse to attack the onslaught because it out ranges them, especially the hyperion.
Sometimes ships just randomly drop shields even while being actively attacked and having little to no flux levels.
All AI ships regard unguided rockets as missiles rather than bullets, and that should be changed.
Weapons on auto-fire or being used by the AI shouldn't try to blast through an asteroid/hulk and instead should pause until there's a clear line of sight. Neither should ships hover closer when blocked and not firing by debris. Furthermore auto-firing weapons shouldn't start firing before they have swung around to the target. Same goes with the AI's aim as they seem to have problems not wasting half of the auto-pulse's burst on vacuum.
Ships that are high on hard flux should vent even when being affected by a pressure weapon like graviton/high intensity laser so long as they're not in range of the other weapons. Furthermore, ships that are faster than the enemy should vent sooner since they can stay out of range more easily. They also should take advantage of the enemy's acceleration/deceleration stalling when backing off to vent flux or at least drop shielding (Assuming all enemies are out of range/ammo).
The AI should better take advantage of the ability to strafe with their ships so they can keep the side with the firepower aimed at enemies.
The AI also needs to properly deal with being too close to other ships, when sandwiched between two different ships it will stall and that's bad for when you have two cruisers or capitals duking it out with it being obliviously in the middle.