To a degree. I remember writing out a framework to Sandpark for every undermechanic I think would be necessary to generate interesting and diverse mob scripting / AI, but I haven't been able to dig it up as of yet. Let it suffice to say that you simply have a table determined by mob type that assigns multipliers to various throughputs (similar to how healing usually sub-multiplied to generate less threat/enmity relative to damage), but wherein additional throughput types have been added, such as
mitigation (personal, external, sabotage, intercepting, or theoretical), where those types may vary based on whom they were applied to (saved the guy I most wanted to kill = you're next, or maybe even the new first), and the current enmity table or certain other triggers (e.g. %HP or %target HP or average enmity-to%HP) can adjust those multipliers. It would require a fairly robust set of undermechanics, but if made modularly, it could be reduced for the majority of mobs while still allowing for a comprehensive spectrum of behaviors.