I like the idea of having AI that can make sensible decisions about what to do based on live game data, including what they see, their memory, weapon stats and armour stats if they know them, best guess if they don't, etc. I think that's a worthwhile aim. And I've spent a lot of work doing a similar thing for a different game in the past. But we have to also understand that XPZ is not just a sequence of tactical combat puzzles. It's a rich and varied world; with story and characters, and different styles of missions and items and enemies. So although the player is trying to win the mission, the enemies may not be seeing the world through that tactical lens.
Unorganised and untrained ruffians should not be tactical experts. Civilians (both neutral and enemy) are not soldiers. We don't really want them to be forming coordinated teams to outflank or ambush the player; or even be able to choose whether or not their gun is strong enough to fight. Similarly, most zombies are not smart... it would be nice if basically just walked towards the enemy and tried to attack regardless of risk. We don't really want them retreating to take cover - and we definitely don't want the mindless zombies picking up guns.
On the other hand, there are some factions and units which could thematically use fancy tactics without breaking the mood of the game. Currently the 'sniper & spotter' flags are used to provide some of this extra 'fancy tactics' to suitable AI units.
In any case, for a large-world mod like XPZ, I think flavour and personality of the AI is more important than its tactical skill. There are already many variables which can be tweaked to adjust the difficulty of the game; so making the game more difficult is on its own is not a good goal. If there is to be AI changes, it should be to make the game more interesting and varied. For that, I think it is critically important that the AI be customisable by modders. If there are some smart tactics available to the AI, that could be cool - but it should be possible to turn them off so that we don't have player teams getting manoeuvred by supposedly mindless enemies. Otherwise the modified AI just cannot be suitable for lore-rich mods.
If the goal is to make BrutalAI something that can be just plugged into XPZ without wrecking the game, then it needs to try to respect the existing AI flags. (eg. sniper / spotter / leeroy). Having the missions be playable without crashing isn't really enough to call it 'compatible'. It must preserve the themes of the enemies. (Even then, there are many other things to consider; but I the stuff I've said is the stuff I think is most important.)