I know how difficult this is to program from a pure AI standpoint, but there should be a way of hard-coding some options that could be controlled via a UI toggle.
Best example of a hard-coded attack tactic to use, the game can make units abide by these rules but would have a hard time coming up with by itself.
Mobile attacking force attacking static defenses, especially when defenses have range < attacker's range (missile frigates vs cannons).
We all know the scenario, we've all micro'ed it hundreds of times in this game and many before, attacking a fortified position with siege weapons, creeping up one structure at a time. Until the defense gets substantial mobile defenders it's a given that it will fall and the attacker should be able to do it without retaliation.
In current game terms, this means all ships on weapon range, just behind the missile frigates to protect them from incoming fighters meanwhile the missile frigates slowly advance, taking out one static defense after another. It's quite easy to micro and it's (relatively) easy to program as a hard-coded option. There is no reason why I should ever lose a resource (other than expendables like fighters) while advancing on static defenses if I have at least some weapons at longer range than the defenses. You could make a routine to do a logic check, if max range attacker > max range defender then option box "Use siege attack rules?" for player.
Another option that could be hard coded is when max range of planetary assault weapons allows for a firing opportunity that is out of range of defenders, this is a much harder task to program but a player could micro-manage clearing a "blind spot" for attackers and then feel safe allowing the AI to complete the assault. Priority could be programmed in to eliminate construction vehicles attempting to build new defensive structures.
My intent with this suggestion is to reduce mindless micro-management. Obviously this is of less use in human vs human battles but even then it forces the human player to have mobile defenses to support the static defenses. Heck, there's no reason why attacking craft can't be programmed to have the option of "do not advance into static defenses range unless explicitly ordered". I was playing over the weekend and even when I was micro-managing my assault I had a cruiser decide it wanted to use a special ability and off it went to "help" my missile frigates. Needless to say it died to 8 gauss cannons a few seconds later, taking the long way of turning around when I told it to move back behind the kill line.