So, the answer was, that:
Unit intel = amount of turns, when unit remembers of particular targets and is not switching to patrol if/else behavior
And, for unit aggro:
0 = mostly passive
1 = balanced
2+ = mostly aggressive ,meaningful values are between 2 and 8.
The interesting point here is that passive aggression (lol) means that units tend to set up ambushes, rather than attack. More specifically, to retain TU's for reaction fire a lot more than attacking units do. These units include: most alien, human and X-COM turrets, some alien leaders, etc.
Even more interesting, that there's just 1 tone in the 0-1 palette for passiveness, while aggressiveness has 7+ tones.
While high aggressiveness means kinship towards frontal and melee attacks. That may be a key to evaluate satisfactory melee behavior in cases, where unit cannot reach enemy within one turn.
I do feel by instinct, that BAI may use one more particular axis in decision mechanism, but not yet can formulate what exactly it is.
So, what I suppose is:
1) retain TU's for enemy leaders and moving robots, mean if they don't see, they better ambush, than move towards, using whole TU's, even if morale is high.
2) passive units tend face towards supposed player units incoming direction (I have seen several UFO's, which turrets where looking somewhere else during midbattle, if my units were covered. I may be not knowing recent changes, tho)
3) split aggressiveness-based behavioral model into two forks, where high morale doesn't force 0-1 aggressiveness units to rush, but rather ambush.
4) Consider splitting 0-1 aggressiveness into, at least, 4-5 steps, like pure 0 (for static turrets), 0.1-0.2 for leaders, 0.3-0.6 for turrets, 0.4-0.8 for little amount of specific aliens, etc. I'm kind of upset seeing alien leaders run towards death if overall morale is high.
5) to consider how this should correlate with mind attacks from psion enemies.