back to the thread topic, I would agree with nanostrike that the AI's shield usage is what I'd call poor macro compensated by really good micro. It makes sub-optimal (bad) strategic decisions about when to vent, i.e. it doesn't when a small window opens up where a skilled player will trade off a bit of armor or hull damage to empty 25%-50% of the flux cap. Or, it waits in a long window to make absolutely sure no damage will hit it, when a skilled player would accept a bit of damage (if the AI suicided into them) in order to get the max speed boost, opening up tactical options for the player. It makes sub-optimal decisions on when to raise shields, such as right after! it bumps into the asteroid, imparting velocity that would prevent a second hit but not before taking the armor damage.
To be fair, it is likely really really hard to program an AI to make optimal decisions. I certainly can't think of a rule-set that would be required. So, in part to compensate for poor flux reduction choices there is spot-on flux cap management. It's a trade-off that can feel cheap sometimes, but what would the alternative be?
edit: and I guess to answer that question, I kind of like nanostrike's idea of crew levels imparting some differentiation within the AI's "micro" to use the above analogy, while the captain's traits would give differentiation to the "macro" AI decisions.