I like the changes you have here, but there are still some improvements to the AI I'd like to see.
One thing I'd like to see is for the AI to be somewhat less willing to fire inefficient weapons at high soft flux (prefer firing more efficient weapons until its capacitors can handle firing the more inefficient weapons without risking overload), instead of dropping shields to fire inefficient weapons more (especially when super-efficient shields are its primary defense). If dissipation and shield efficiency are high enough, it's usually smartest to hold fire on things like Plasma Cannons, Tachyon Lances, and the various blasters (maybe even pulse lasers) for a few seconds. The AI on ships with efficient shields just seems too willing to take hits to the hull and armor to keep shooting.
Also, the AI sometimes vents at low flux while well within range of an enemy firing at it (for no apparent reason), causing it drop shields and take potentially huge damage (matchup that comes to mind- Tempest vs. outdated Dominator, Tempest sometimes vents at low flux while directly in front of a hellbore).
Speaking of venting, I think it would be beneficial for venting ships to start accelerating toward enemies a few seconds before it finishes venting. This would let it get back into battle faster while still having plenty of time to raise shields before engaging with the enemy.
I'd also like to see a slight change (fix, even) to how the AI handles beam weapons. It's usually most beneficial to stack all your beam weapons onto one target than to spread them out among many enemies since it drastically increases the likelihood of overwhelming the enemy's dissipation. However, the AI doesn't redirect all of its beam weapons at the enemy it's focusing on unless it happens to target the enemy it's focusing on, which is fairly rarely. Tachyon Lances are even worse about it since they only switch targets if there is something targeted while it's firing, which is very rarely.
One final thing, firing the Tachyon Lance at the shields of anything bigger than a frigate or anything with a shield efficiency greater than .8 is usually a bad idea (basically, if it can't overload its target in a single volley, it's not worth firing at that time). I'd rather the AI prefer firing at its target when its shields are down rather than wasting its extremely inefficient damage to generate soft flux. So target priority for me would be 1) primary target when its shields are down, 2) fighters, 3) other targets when their shields are down/non-existant/pointed elsewhere.
And keep up the good work, I'm really looking forward to what the next patch will bring. =)
EDIT: Just remembered an issue specific to the Odyssey. When the Odyssey is charging at an enemy (to take advantage of an opening, like when the enemy is venting), it doesn't seem to take into account the firing arcs of its weapons and just flies directly at its target. Not sure if it's a bug or if it's taking other things into consideration. Can probably provide a matchup if you'd like.