AI laws are going to be judged on a case by case issue, so largely it's up to the AI player. The people who play AI's are SUPPOSED to be pretty experienced in the game, so it's assumed they'll make the right decisions. Interpret the laws as you wish, but do it in a way you think will provide interesting RP/gameplay for everyone else. Otherwise you'll have five angry admins talking to you.
Regarding the knowledge of antags, the crew really won't know jack shit. Always assume that anyone who isn't a head, will know absolutely NOTHING about antags (Yes, even the syndicate.) besides MAYBE a small rumor or two ("Hey, you hear about that station that blew up a few sectors back? Kind of odd, some people have been saying it's an inside job!") Heads are the only people who are generally aware of the syndicate, and that's only their normal human operatives. Normal heads will be told to be on the lookout for suspicious syndicate behavior, but will be under the assumption it's pretty much undercover human operatives. No one knows about traitor items, not even the captain. They're top-secret syndicate corporation items, the secrets of which are closely guarded. Now if you bring the item the the RD, and have him study it (and perhaps deconstruct it) then it's reasonable to know what it does. Regarding anything beyond a normal traitor (Xeno, changeling, wizard, etc.) no one has any idea what the hell they are, or what they're capable of. Simple as that.
Oh, and about doing jobs that aren't within the job you're currently playing. Do it only if you absolutely have to, and no one is doing it. If you really badly want to set up solars when there are already multiple engineers, ask for a promotion from the HoP and say you used to do something similar to that job before coming here. Remember, the goal is to make it so in some way every job is reliant on each other, makes it more fun to cooperate that way.
Keep in mind, this isn't an official guideline set forth. Just my take of it, so do with it as you want.