The Trandal ships as controlled by the A.I does wonders against most Scryve ships (except if they charge when they have a full battery). I've seen a Trandal ship get caught in a Scryve ship's "Maw" so to speak and it stayed there stuck until the Scryve ship was done cutting it with its beam. The Trandal ships can't survive a direct blast from the defensive weapon. They shouldn't move in like that when the battery is at full charge, it's a suicide run. The A.I often makes that bad decision.
I find some of the battle choices of the A.I (at normal difficulty) questionable at times. For example when my Main Fleet ship is equipped with tracking plasma as a primary and a deployed Earthling ship as a secondary, fighting either at a Juggernaut Harmony ship or the Scryve Juggernaut, the fleet ship will dive straight for it while firing which is not a good idea because at close range these ships can do a lot of damage.
It makes more sense to let the deployed fighter to do its thing and to fire off the plasma from a safe distance. Circle the Juggernaut and pepper him from a safe distance.
Similarly, when I equipped my ship with a Repulsor instead of the deployed ship, instead of using the Repulsor to push the big ship with the big laser away, it would still do these diving runs that lost crewmen every time. The smart thing would have been to fire upon the ship when I'm out of his weapon's range and if he gets close I repulse him with the repulsor. The A.I didn't use those options properly.
For the Mukay, it uses the ink properly but for the main attack, the A.I doesn't always wait for the battery to be drained nor does it always attack from the side or back. I've seen the A.I dive the Mukay ship right into the big laser which is dumb. The ink has a draining effect on the battery, it should wait for the battery to be low then pounce on the side or backside with the primary weapon. The Mukay ship fighting style is basically the same as that of the Androsynth ship in SC1. The ink works a lot like the bubbles and the charge attack works somewhat like the commet headbutt.
The little yellow ships that shoot yellow bullets and the Mowling ships I've pretty much found useless. For the ship that's shaped like a cannon, it's also pretty much useless. Not enough range, takes too much time to fire. At least the Druuge ships had decent range when fighting in SC2.
When I played SC2/Ur Quan masters I used to do all of the ship battles my self, there was no A.I option but between the unfamiliar ships and the arthritis in my fingers I'm glad to have an A.I option, it doesn't always make the best choice of ship and it choose my most important ship, the fleet ship too often and early in the battle. The fleet ships should be used early in the battle to give the main ship a chance to survive a fight. It's on rare occasions that it should be chosen right away. That problem would be avoided if the player could choose which ship will fight even with the fighting A.I installed.