With the release of 3.0 Overdrive some behaviour conditions will be added. This should give modders some extra tools to let the bots make more informed decisions on where to attack or defend.
The in-game AI editor has a new button to show the areas around which turret can check for allies/enemies. These areas still need to be tweaked per map/turret.

checkBaseHealth/checkTurretHealthA condition check for turret or base health. Instead of comparing to a flat hp value it is possible to compare to a health percentage.
compareCountersA condition check to compare two ai counters. The new checkTurretArea has the option to set an ai counter. With this block it will be possible to let the bot make decisions which turret to attack/defend by comparing two checkTurretArea results.
checkTurretAreaThis block makes it possible to count the number of allies/enemies near one or more turrets. This block has the following variables:
minimum Count For Success: The minimum number of allies/enemies that should be found for the condition to return true.
result counter: Set the name of an ai counter and it will set the found number of allies/enemies in the counter.
TurretLocations: To make checking a specific turret compatible with all maps each turret has been assigned one of the following ids: TOP BACK, TOP FRONT, BOTTOM BACK, BOTTOM FRONT, BACK, FRONT. For example the turret closest to its own base in the top lane has the id TOP BACK. The BACK and FRONT locations means both top and bottom turrets are checked. For example setting FRONT here would mean all turrets with either TOP FRONT, BOTTOM FRONT or FRONT id will be checked. The otherway around also works where turrets placed on a map with a single lane have the BACK or FRONT id. For example the last turret on sorona is on a single lane and has the BACK id. It will be checked when checkTurretArea checks for any of the locations TOP BACK, BOTTOM BACK or BACK.
TurretTeams: Only check the turrets that belong to one of the teams set here.
Live Turrets Only: When set yes all destroyed turrets will not detect anything in their area.
surroundingGroups: Set if players(nauts) and/or creeps(all droid types) should be counted.
surroundingTeams: Set which teams should be counted.
surroundingClasses: Leave empty to check all types of nauts or droids. When set only those specific classes will be counted.
count characters out of combat: When set yes all characters that are removed from gameplay are still counted (for example a cocooned naut).
check line of sight: When set yes the turret will only count those characters that are in direct line of sight.
ignore invisibility: When set to yes all invisible characters will also be counted.
never detect invisible targets without character collision: When this is set to no and ignore invisibility is set to no, will allow the turret to detect invisible characters that collide with the turret. Invisible characters that don't collide would not be detected.