I'm not sure what you mean by situational awareness, but to me that's not what Malanir is asking for. Not sure if you're saying his ideas are outlandish, but I don't think they are at all. I think they could all be programmed relatively easily with checks. E.g., if blind, set priority to buffs, potion drinking, etc. Elemental resist checks really shouldn't be that hard either, but the question is how to implement it. Should enemies do an under-the-table check, and just know about player resists (or that could be tied to loremaster), or should they learn from a failed attack? There was a thread about AI not too long ago, and I think most people agreed that these kind of changes shouldn't be that difficult, and that they are important for making the game actually challenging and not just tedious.