Yes, I agree, on both points. AI is hard, and your time is most likely better spent on working on the content.
I can't imagine setting out to do a project and thinking "I'm aware of three ways to do AI. I'm going to use one that isn't as good as another, but is just as deployable."
AI is a huge, nebulous, confusing, omni-faceted space hydra can be as different a problem as the people trying to solve it.
My micro-studio, Applied Game Science Laboratories, is based partly on trying to address age old problems like AI and machine learning in new ways and applying concepts from other disciplines to them. My background is in molecular biology and medicine, so the way I attack a problem like this is probably different than the way a classically trained programmer might. I don't know really, since I'm not a classically trained programmer.
I could see it being possible to deploy some relatively small scale solutions to certain types of AI problems for a game like this using some of the principles I've been working on. It largely depends on what you've got under the hood and which tools you're already working with.
At the end of the day, it sounds like you're happy with the current performance of the AI overall, so I'll move my feedback on to more focused areas of content rather than broad issues.
I'm happy to keep helping and I hope my long posts aren't a problem ;)