I love the fact that monsters in Guild Wars are a lot smarter than in most other games, ganging up on the healer or another weak character. They teach RP players the value of defending the healer, something that may come in handy later in PvP.
However, I wish there would be more variance in the AI, with different monster teams using different tactics.
I'd imagine non-intelligent monsters using rather simple tactics, and only one tactic per species. Some might go for the nearest, the stringest, the weakest, or whoever hit them last.
The intelligent monsters could have different strategies for teams within the same species, so you would never know what you were up against. The current tactic should obviously be popular among the intelligent opponents, as it is pretty good. But give us more, and make them even better :-)
More varied monster AI
Deagol
catharsis
This, and tweaks to the aggro system, would make PvE a LOT more fun than it is already ... but I wonder how feasible new AI sets are? I would think it could be tough to program, but I'm clueless that way, so it's mostly theory. Still, a simple change in targeting priority for different creatures would really vary the gameplay, as you're suggesting above. Skeletons and other mindless critters like devourers could simply attack nearest; some creatures might have a hierarchy of targeting based on class (Monk first, then Elementalist, then Mesmer, etc.); some might attack weakest or strongest.. It seems simple to do.
And while we're on the subject, better hench AI would be wonderful if it's possible.. Even if it's just a simple strategy toggle.. I would love to be able to assign a henchie to, say...
1) Assist me (attack my target)
2) Attack X (attack the target I designate for you and KEEP attacking until it's dead.)
3) Protect X (attack any creature attacking X)
4)) Attack at will (based on class - warriors charge, Elementalists try to hit groups for AoE, etc.)
Right now, my gripes with the henchie system is that they'll disengage from their targets to attack yours even when it doesn't make sense (like, say, if he's already near-dead and the other one is wailing on my monk). I would LOVE to be able to assign a couple of henchies to protect the back lines while I deal with the biggest threats, for example.
And while we're on the subject, better hench AI would be wonderful if it's possible.. Even if it's just a simple strategy toggle.. I would love to be able to assign a henchie to, say...
1) Assist me (attack my target)
2) Attack X (attack the target I designate for you and KEEP attacking until it's dead.)
3) Protect X (attack any creature attacking X)
4)) Attack at will (based on class - warriors charge, Elementalists try to hit groups for AoE, etc.)
Right now, my gripes with the henchie system is that they'll disengage from their targets to attack yours even when it doesn't make sense (like, say, if he's already near-dead and the other one is wailing on my monk). I would LOVE to be able to assign a couple of henchies to protect the back lines while I deal with the biggest threats, for example.
Deagol
Good AI is difficult to program. Stupid AI is easy 
The hench AI could definitely be better. I'm a little unsure about the ordering them around thing, it would make them more weapon-like. What I would really want to see was lots of henchmen, each with its own personality. So you might, say, choose Thom instead of Stephan, because Thom tend to stay back and protect the casters, while Stephan head right into the battle. But maybe I'm just missing Jagged Alliance.

The hench AI could definitely be better. I'm a little unsure about the ordering them around thing, it would make them more weapon-like. What I would really want to see was lots of henchmen, each with its own personality. So you might, say, choose Thom instead of Stephan, because Thom tend to stay back and protect the casters, while Stephan head right into the battle. But maybe I'm just missing Jagged Alliance.
Dagbiker
ai would not be hard to import in to this game ( good game engen )
the hard part is programing it
such as:
if ( my(hp)<10 ) then
RUN
programing somthing like this is easy,
the hard part is making it APPEAR to have inteligents, because it dosent care if it wins or loses it has nothing at stake, its just doing what its told,
the hard part is programing it
such as:
if ( my(hp)<10 ) then
RUN
programing somthing like this is easy,
the hard part is making it APPEAR to have inteligents, because it dosent care if it wins or loses it has nothing at stake, its just doing what its told,