Agree with Trace, there's a balance between good AI and omniscience. There's also room for a variety of the intelligence of AI for different types of enemies. For a start, I think knowing enemy talents off the bat should require at least 1 loremaster, and only enemies with 1+ loremaster would be able to know your talents. This would make AI and players essentially equivalent in this respect, for enemies that have loremaster. However, as before, all enemies should be able to learn your talents when they see an attack of opportunity or you take a status effect with armor or heal from poison, etc.

I'm also still a fan of more dynamic ways of playing with AI, like enemies with leadership improving the decision making of their allies. And some kind of "morale" gauge for intelligent enemies that will lead to them fleeing if it drops too low from seeing their allies killed and their life at risk. And various statuses that interfere with decision making or alter AI behavior. For example, mute would negate the effects of leadership on improved decision making. A "Dumb" spell could prevent enemies from making the proper connections of, say, casting healing on enemies with touch of decay.

And the more like players you make the AI, the weaker you have to make their stats, to make them play by the same rules as players.