With point 1, aircraft in turning fights appear to fire on the first enemy to get within boresight, which can result in them prioritizing distant targets rather than more dangerous close targets.
I can see how that can be a problem, but I'm sure you can also easily imagine the backlash if we change that behavior: "My turning aircraft had A BLOODY CLEAR SHOT at this more distant but incoming threat, and instead it just kept turning with that nearby MiG that was not an immediate threat to him. In air combat if you have a shot against any of the bad guys YOU BLOODY TAKE IT. Just how dumb are the pilots in this game?"
So there is no clear-cut optimum algorithm here, it's all very case-specific.
For point 2, it seems that with both aircraft and ships, if multiple weapon types are available the AI defaults to the longest-ranged weapon rather than the closest shooter. In a recent scenario I played Hornets with AMRAAM were deferring to Tomcats with Phoenix even when the Hornets were much closer to the enemy. In the past I also have seen ships with short range SAM's hold their fire against incoming missiles to let ships with long range SAM's engage even though the long range SAM's cannot possibly intercept the missiles before they reach the ship with short range SAM's. However, in both cases the shorter ranged weapons will eventually be employed at point blank range.
I think this is WAD. You need to keep in mind what was happening before we enforced this behavior. Long-range shooters would first fire against the incoming, then short-ranged AAM fighters would close in and also fire regardless of the LR missiles already being in the air, so there was a large waste of weapons. We changed the behavior so that the short-armed fighters are aware of other shots incoming and hold their fire unless the target crosses the self-defence threshold, in which case they fire regardless. It's not a 100% solution (then again what is), but it works better than before.
(another, possibly related point is that planes with combinations of Phoenix/AMRAAM/Sidewinder will often fire their longest-ranged weapons even when they are within range for their shortest-ranged weapons - this can be infuriating because it wastes the more valuable weapons and causes the planes to RTB to reload instead of staying on station).
This is hard to examine without a save at hand. Perhaps at the time of firing the target is within _nominal_ range of the SR-AAM but outside its _effective DLZ_ at this moment? A save would help a lot here.
Point 3 definitely still happens with antiradiation weapons on ESM contacts.
I'll see if I can create a test scenario to prove some of these.
That would help a lot, thanks!