Okay here we go:
1. AI will not command soldiers that are not in scripted defence positions. Even if the town right next to them is under attack they will just sit there. They WILL take part in scripted attacks however. I see this as a bug that should be fixed, in KaM troops would help out if something nearby was under attack.
2. You can control the rate at which the AI equips soldiers using !SET_AI_CHARACTER EQUIP_RATE <TICKS> where 1 tick = 1/10 of a second, so 1000 = 100 seconds.
3. AI will not train soldiers unless there is a need for it (i.e. there is a defence position that is empty/not full). This means if you make an AI with no defence positions, he will make a big village and start producing weapons but never train any soldiers because he doesn't see any need for them
4. AI will not move soldiers or attack during peacetime, he will feed them though (like a human player)
5. AI will pursue you mercilessly if you shoot at him, in KaM they would walk to where you used to be, then stop, then come after you again. This means archers can't outrun cavalry easily.
6. As soon as an attacking group of soldiers becomes "idle" they will be taken home and placed in a defence position if there is an available one, otherwise they will just sit there wondering what to do. This means if they are pursuing a group of archers, once they've made one strike and the archer moves out of range they will become "idle" and go home. (this should be fixed by making pursuing keep following the group even after hitting them once, because it's annoying for human players too)
7. If you have attacks over a long distance with lots of troops the game will lag noticeably when the attack is ordered because all the units have a path calculated at the same time. (also something we want to fix)
I could have missed something, if you have any questions please just ask. I know the AI behaviour in the Remake quite well.
Krom is working on a new AI system called the General which will interface with the old system by automatically placing defence positions as the village they build expands, and order attacks when they think they are strong enough. The goal of this is to have a completely independent AI in multiplayer that requires nothing special like AI script commands. Of course the General will only be used for AIs like this, the original campaigns will use the instructions in the script (except for maybe the builder AI in TSK 9, it doesn't have scripted defence/attacks as far as I know).
Unfortunately our AI is still changing a bit, as you can see I've listed some things above that should be improved. It would be awesome to see The New Lands in the Remake eventually, but I won't blame you if you decide to wait until it's more finalised
Cheers,
Lewin.