You know, if you do have greater insight in how to avoid issues with bot AI then share them and don't just blame people for not having any. There is nothing I could take away from your post despite it's length. Looks like I do need to go into detail after all.
The problems I have are:
- Logistic bots don't check whether tasks are still active. Often I find them carry out a delivery to a requester chest or similar and then only find out on arrival their task has been canceled. At least, when flying greater distances they should stay informed. No idea how you supposedly solve this. I know the devs easily could.
- No distance checks for task handling. For example, if you have storage chests at the edges of your factory, and occasionally you dump some wood in them then bots will often ignore the wood right at their roboport and go on a 2minute trip to get some from the edge of their network. Inb4 "Just don't have wood at the edge" - No. That wouldn't cover the functionality I desire. Looking forward to your solution.
- Construction bots always start constructing blue prints from the far edge. But why? This could be handled a lot better, for example, starting at the close edge at least would make your personal robots more responsive when you're moving while they construct.
- Construction bots are extremely hesitant - if not outright unable - to construct entities from passive provider chests even though they technically have access to them.
- Bots don't distribute items evenly. There is no equivialnt of a "splitter". For example, when filling trains with requester chests bots will just dump all items in the first chest until it's full and only then move on to the next. The only solutions I can think of are either a) Don't load from requester chests or b) massively overdo the amount of bots so they can fill the first chest in a second. Why shouldn't the LN be able to handle such a simple task?
- Recharging bots don't equally fill the queue of available ports if there aren't enough to charge all bots at once. Even if there are enough ports in one place, bots sometimes ignore some of them and rather queue up than taking the free slots.
- There are no distance checks for repair tasks. Thus, it's impossible to hook your network to your fence repair network (for example to occasionally carry oil barrels there, or replace repair kits which are both very low throughput jobs perfect for LN). Well it is possible but then the next time your wall takes damage the construction bots right at the fence are only issued the task by chance. Often, it will be a construction bot from the far edge of your base which means your wall will be destroyed until it arrives. That's just plain stupid behaviour.
- Construction bots try to replace mines right in the middle of the ongoing alien attack wave. What's even worse, standing there they will take damage from groundfire and trigger even more repair bots to join the suicide party. However, mines are best used infront your defenses so the only solution is not to use them at all or manually replace them (but who wants that in a game like Factorio?).