The squadsight will only work for selected enemy types. 'Spotters' share info on what they see; 'Snipers' can target those seen by any 'Spotters' (or themselves). A unit can have both flags, ofc. Spartans and Humanists will all get either of these flags on basically all units, most other factions won't. Celatids will be spotters for sniper Beastmasters, but certainly not snipers themselves.
Squadsight won't allow enemies to break visibility rules on reaction fire (just like the player can't). Can it help with melee? I doubt it as AI is yet lacking a routine to 'charge towards enemy even if out of charge range'.
I think the AI dance should be improved with some extra flags as well:
- Assaulter. Advances all the time, unless low on TU and has good cover nearby, then takes for cover. If has a ranged weapon, uses 30-60% TUs to fire, depending how good are hit chances. Assaulter tries to keep 15% TU for dodge attempts, unless charging.
- Ambusher. Runs away into good cover, then tries to leave as much as possible for reaction shots
- Harasser. Fires, hides, pops up next turn to fire again; tries to use most TU
- Investigator. Instead of patrolling, heads toward player's LZ when not busy
- Guard. If idle, doesn't patrol but makes a 360 sweep and stands place. Tries to look at other doodz from his own team.
- VIP. Reserves 50% TU to get into cover after fighting normally