Although I am new, I'm trying to quickly learn to play, and I have considered that it is a very static behaviour for the AI enemies to always target the lowest AC. Like chokepoints such as two-tile doors, this leads to repetitive, static gameplay.
I would rather see the AI discern whether or not they can effectively path to all of the enemies they can detect. If not, try some more special abilities. What if they attempted more knockdowns, what if those knockdowns disabled collision for the victim so they could pass if they really wanted to, instead of provoking a ton of Attacks of Opportunity for the honour of chasing someone who already has distance on them? edit: This tactic of disabling the foes controlling them makes a lot more sense, whether we want to go down the "hunt the mage" route or not for enemies.
Hand-to-hand combat is a very mobile thing in real life, especially when it breaks down into a melee. People are running for their lives, trying to get out of sight and re-engage, maneuvering, flanking, and trying every dirty trick in the book to survive. But when the gameplay is basically, "get enough people to block the door with a magic character's unstoppable buffs," I think the enemy needs some more alternatives, otherwise it's a staring contest until one side runs out of health points. They could run away sooner and bait players into the open, no? Throw weapons and grenadelikes, place traps after detecting intruders?
Another point on knockdowns: The shock value of seeing people get bowled over frequently for attempting to completely block an enemy's advance off would cause pandemonium as people are not always going to immediately be sure whether or not that player was just incapacitated. This confusion can be a good thing, and exploiting it to create a more realistic atmosphere in combat can help prevent groups from getting overzealous and greedy against enemies that are, from time to time, fatalistically unresponsive.
I have no idea what it would take to properly script all of this, but I would love to see combat become a bit more unpredictable and dynamic. Some of my favourite enemies on the server, ironically enough for a fantasy setting, are the bandits. They make extensive use of ranged weapons, switching when able, and try to get angles to shoot you oftentimes. They spam disarms to try and turn the tables on you. There are also a couple different types with different moves it seems, and that's great too. That kobold hut right out of spawn with the chieftain, his shaman, thugs and whatnot, has an excellent variety of enemies, but they're all packed into a newb-trap closet, and even more unsatisfyingly, it seems a lot of the dungeon areas around Barovia lack the same variety...
Compared to werewolves, who just have a bunch of health, seem to attack really quickly sometimes, but don't actually run faster than you, can't knock you down despite pouncing being a very typical predator-monster tactic... I think the only really big one I've noticed is they stealth, and that's only sometimes. That's more likely to kill a confused new player than it is to present a challenge to properly equipped adventurers who need to be reminded of the danger of an intelligent, incredibly agile, monstrously strong hulk of a wolf on two legs.