I'm rather sure the feint was an unintended side-effect of going after the tanks that were moving out to avoid the mutas, then when the tanks were dead and the goliaths were moving out the repulsion of the anti-air units and the attraction of the SCV's simply drew them away. The AI was not working for such a reaction, it just sort of happened.
And I know that this is all some very good tricks for other AI designers to use, but it still feels like a lot of old concepts put together in an implementation like this. I know other AI designers have been utilizing zones of repulsion and attraction before, it's just that a lot of designers for games don't use them.
Although ultimately we are nitpicking on small details here. It's impressive that they did this in such a complex simulation and avoided any major hang-ups. And it is brutally effective. I just see it more of a accumulation of previous concepts developers were either too lazy to add or didn't think to add despite knowing of the idea.
Oh, I'm not saying the Overmind did feints. It certainly doesn't since it just makes a mass of brutally micromanaged mutas and uses them to slaughter everything whilst using any of it's additional resources (upgraded speedy zerglings if it has any left or drones if it doesn't) to check for additional bases. It's base macromanagement is absolutely amazing, too. :p
And I think I understand what you mean. You're saying the concepts have been around for a long time and so it's difficult to be impressed with an implementation of them. But sadly that's the state of AI development in gaming. Sure we might get the occasional basic game concept with advanced AI (the learning soldiers from that tactics game come to mind) but it's usually in a very basic game environment. When you introduce so many factors like Starcraft does, it usually doesn't get implemented.
I do understand that it's hard to get excited about when it's really not all that revolutionary, but it is a very advanced evolution of the concepts that's implemented in a fairly detailed environment. To me, the feint thing would probably seem very trick one trick pony like (since all it is is a simple "If Force Value in Area X ≥ Value 1, then move units to Area Y and create Value 2. If Force Value in Area X ≤ Value 1 and we have Value 2, then move units not in Area Y to Area X" or something along those lines) unless it was backed up by a lot of other complex AI.
The trouble is that commercial games usually don't allow a great deal of leeway in AI design. AI has to be at the usual industry standard or things could go wrong with it's implementation, which means game companies don't usually get a great deal of revolution in AI design, which is unfortunate because they have the most money.
I noticed this in MTW2 the tactics used by the AI are actually pretty close to real medieval tactics(which were pretty simple and not very advanced), but the human player being behind a computer screen and with practice knows better. So people accuse the AI of being dumb and not human enough.
Do people want from a human like AI that is a bit stupid (like most of us) Or a great player AI to challenge us?
I think the issue is a combination of both the fact that the AI can be very, very incapable in the Total War series (like routing and trying to run to the town center... through hordes of your units who happily slaughter them) because of either laziness or an unwillingness to design a decent AI (Creative Assembly are quite happy to lie about how good their AI is, though...) and, as you said, should we expect the AI to act like the player acts or how an actual medieval general would act? Personally, I think it should be the latter on lower difficulty settings and the higher on upper difficulty settings.
I think people want an AI that is stupid and fallible (like you said, like one of us :p) whilst still being capable of giving a challenge (like going against almost any player would be) through superior tactics. Sure, you could crush your enemies, but what's the point when you can force them to kill themselves? Even better when the AI is capable of utilising this concept too.