While I expect the AI has been designed for more conventional ladder 1v1 matches rather than the 1v1 map I chose, I've still noted various issues/flaws with what the AI did which I think would be applicable more generally. This was using the 1 June uveso mod:
Replay ID #14646432
Uveso adaptive Vs guncom:
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1st Land fac location - it picks somewhere that requires the com to move (losing a couple of seconds)
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Power order - It has a hydrocarbon right by the starting location, yet focuses on building 3 T1 power gens first. It'd be more efficient to have the com assist the hydrocarbon once the first engi is done (e.g. have the com get t1 mexes while the engi is being built, then assist the hydrocarbon); on a map where the hydrocarbon is further away then I could see more merit in getting more t1 pgens first
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Power stalling and lack of focus - the AI has a com building 1 T1 pgen, an engi building a 2nd T1 pgen, and a 2nd engi building a hydrocarbon, all while power stalling. Far better to focus on the most power efficient option (Hydro), and pause any construction while power stalling until the power generation is completed
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Mass stalling/not claiming T1 mex - the AI mass stalled for a while (with far more spent mass then generated) all while 2 unclaimed mexes are in range of engineers. While mass stalling, more power is being started/built, and then a t1 factory; far better to focus on generating easy mass (t1 extractors), then the factory (assuming more build power is needed), and then more t1 power (assuming the planned strategy requires significantly more energy), than to try and do all at once
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Too much power - Far more power is built than needed (12 T1 and hydro would be enough if going for a gun upgrade, but instead the power is wasted)
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Engineers sent out dont start building at nearest t1 mexes
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Strange order changing - The first t1 engi sent out of the main base passes 2 unclaimed mexes, then goes all the way back to base while other engis go to where it originally was; presumably some command given to that first engi, but it would've make sense to take one of the others nearer the base for the new command and use the far out engi to build t1 mex
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Unused build power/factories - Lots of t1 land factories built, but some of these appear to sit idle.
No need to construct more factories if the existing ones aren't going to be used. The factory also sat idle despite a big threat [guncom] being scouted -
Feeding an enemy kills - Scouts come across guncom - instead of sending all defenceless units away from it, and building up something to try and counter it, the AI keeps sending engineers and unarmed scouts piecemeal (giving the guncom free kills)
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Storage before T2 Mex - Engineers build mass storage between 2 t1 mex; better to first upgrade those mex to t2 before building the storage
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Mass generation prioritisation - The mass storage is built at the same time as the T2 mex upgrade, all while mass stalling. Normally it's best to focus on 1 mass generation (i.e. the t2 mex upgrade) first, and once complete move on to the next (e.g. mass storage). The exception being if there's significant amount of mass built up that can be used (not the case here).
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Unit mix - Preference for lots of engineers over any combat units, meaning vulnerable to just about any attack. Although lots of buildpower gives the option to try and respond quicker to threats (e.g. get quick PD up, or assist an air factory to rush bombers etc.), the AI didn't make use of the engineers and hence offered no resistance to the enemy commander.
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Counterproductive COM micro - The AI sent its unupgraded com (with no support) to fight mine. The AI com then 'stutters' (about 6m5s in), getting about 1 shot to every 4-5 of my coms (I'd expect 1 shot for every 2 of mine given mine had a speed upgrade) - it keeps rotating as if it's thinking about doing something else before switching to attacking my com. In observer mode it looks like this might be due to move commands sent to the com - maybe they're being sent/changed too often?
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Energy storage for combat - In the situation where you have lots of surplus power and build power, minimal ground units, but your com is about to get into battle, then getting 1 energy storage as a top priority might help sway the battle in your favour.
In this scenario it wouldn't have been enough, but would still have been of a bit of use given the excess T1 pgens that had been built -
Response to attack - similarly to the unit mix point above, despite scouting an enemy guncom advancing on the main base, no units or pd were built in response to this threat (lots of engineers, land facs and an air fac were available). Instead some factories are idle, others are producing engineers, and 2 new naval yards are being built, all while mass stalling