I've followed this thread for some time, and are optimising my own config (Since Build NTAI 9.61) for AA 2.3B2 (spring 74b3)
Testing with NTAI 9.7c - now.
The first attempts of a very simple config, made NTAI run into the unitlimit (400u per side - i have a slow computer), before it reach level 2.
So I've focused on getting NTAI to "tech up" - FAST! (Essential for AA), using Emax and Emin limits.
The Emax and Emin are really cool features, and works excellent
I also experiment *ghast*

with the Antistall function. If I put most of the units in "NoAntiStall=" and only a few expensive units in AlwaysAntiStall, the results are very good. (Doesn't parallel-build battleships, Buzz's and Vulcan's to early)
I know the antistall function have problems with the spring economy, but would still like some insight into the parameter of "antistallwindow="
I have tested both on small maps (10x10), large maps (28x28) and water maps. But I stay clear of speedmetals. Though, some of the tested maps - have metal clustered in medium size areas. (SwampIsland_v4)
I test against 5 opponents, all AI (KAI, QAI, TSI, RAI, AAI), and NTAI (my config) reaches level 2 before all other AI's.
I even have a demo, where NTAI cleans the map, using several KROG's and Flagships. - something no other spring AI's have ever achieved. (within 400 units)
(Actually ever since i upgrade my RAM, demo files have a "sync" issue??)
One thing I havn't worked on, is creating large airfleets, as every other AI is very weak in airdefence. (This might be a serious balance issue with AA)
Current status:
Working config (tested for at least 10 different maps and at least 30 games) for AA, missing some balance with hovercrafts.
Unresolved issues:
1) Sometimes NTAI, starts to build lots of L2 factories, at the same time. This leads to serious stalls.
2) Sometimes NTAI builds a mine in front of exit from the first vehicle factory - leads to blocking of construction vehicles. (factory_spacing=3. default_spacing=2))
3) NTAI builds radars, jammers, shields, and large defences (doomsday, annihilators,antinukes, tactical nukes, etc.) to close.
4) Early in the game the commander quits his current construction, if a scout passes by nearby - big problem
These issues will be solved if:
1) Solobuild works, cures issue 1.
2 & 3) ConstructionExclusionRange works, cures issue 3, might cure issue 2.
4) Suggestion for solution: When the commander are nanolathing, the RAI AI, allows the commander to fire his laser (not DGUN) WITHOUT quiting construction. This works well, as an occasional hit with the laser on the commanders current in-construction object, doesn't destroy it.
I know that early rushes, against and AI is a big no-no. But NTAI should handle early scouts - WITHOUT quiting construction.
Btw. Dgun precision is fantastic
I look forward to and NTAI with Solobuild and ExclusionRanges working! (And if you have the time - look into the early scout problem)
Thank you for a very FUN AI!!!

Regards
Lale