I for one am EXTREMELY impressed with the implementation of Party AI customization based on what I've seen so far. I almost cried when I first opened up the Behavior Editor. It is more detailed than any AI customization I have ever seen with a GUI, better than FF12 and Dragon Age: Tactics. The possibilities are endless, and so far it seems very powerful and, more importantly, responsive to the conditionals! This system is a dramatic improvement on POE1, which didn't seem to follow the vague AI descriptions.
I believe many of the core mechanic changes were made to suit this new AI driven combat (almost all abilities and health refreshing after combat), and I am glad they did so. Sure there are things to iron out, and it is still buggy, but I love where this is going.
As far as it being "too powerful" so far there are no commands for movement and positioning, which is key for surviving many encounters. A "perfect" AI script with current capabilities will only get you so far, at least on hard+ difficulties.
For some like myself, modifying the AI IS the game, finding a great set of conditionals to handle most situations. Creating scripting that reflects your personal playstyle and removes all the mundane repetitive micro. I have been having a blast since patch release setting up AI scripts for each class, then testing them on PotD difficulty. Running an encounter, noting failures, making tweaks to the script, and seeing improvement is what I love about this metagame. Hell, I loved doing this back in the day even with Infinity Engine games writing / compiling class scripts.
I applaud Obsidian for going with a top-tier AI Customization GUI. Hopefully it becomes standard for all future Obsidian CRPGs, and that other party-based RPG developers take note.