And yeah, just to build, I have been working on SCTA AI for last few months and 'newest' AI Developer. And its been a process in more ways than one. Sometimes because he created entirely functions new SCTA functions such as TA pathfinding (i.e. getting Ai to recognize walking kbots, the fact I have 4 different engineer types), and more. But one of things as Sprouto has said, I've been working on or frying the fish as I would call it. Has been working on BuilderTypes for specific managers which is not a thing in the base game FA AI.
But its absolutely fascinating because there is a lot of small things as player you don't recognize or realize how things work or why things work the way they do. And many ways as an AI developer, I have come to appreciate the nuance of factional variances than I have ever done as a player. Sprouto can vouch how often I've asked him on a somewhat even core level questions "How does the AI do the thing".
Like the easiest thing as a Modder I did not even consider really was creating TA unique categories. Such as LEVEL1 to LEVEL3 which are basically the same thing as TECH1 to TECH3 (there are some nominal differences but that getting pedantic). But one of the things I did was removing much of those unique categories. Also the assigning and meaning of threat values, like I will talk about how existence of stuff like threat and imaps are incredibly important that is often overlooked. And originally the TA mod had 0 threat assignments for units.
So I had to assign such assessments for TA units. And while many cases I looked at Supcom equivalents and assigned the threat value, but its also made be better understand the threats and what they mean. Also why the AI has weird choices for its aggression (hello 1k threat mexes). And alot of Sorian has been integrated into FAF itself. Notably engineer auxillary functions (reclaim structures, reclaim units, assisting unfinished buildings etc) which as an AI developer or even player we don't even cognitively think about.