Not sure what you describe as "AI". To me it is just scripts. We in gaming called any NPC simulating something like intelligence as AI in the past, but nowadays, it is not real AI like a model AI that can make their own decision based on the situation. A NPC will never go to a different spot to evade, it will always be the same in my experience.
And ehh too much handholding, it is a MMORPG, it is online with other players by design, it shouldn't cater so much to players playing solo the whole time.
Ofc it is smart when you expect less players in the future. But you get less players by having uninteresting same dungeon designs.
Yeah, they said it to make it more "intuitive for new players". I can't remember too many examples right now because I haven't played for months, but one example is copperbell mines - the slime boss mechanic is gone, it was such a simply mechanic, but "AI" anticipating where a tank brings the boss, is not reliable enough. So it got removed.
Same way the end boss used to have adds that break the wall to new adds to appear? Guess can't have that, too "dangerous" to new players. Yes, you went from using brain 10%, to mindlessly pressing buttons ignoring what ever happens, you cant die, you cant lose, just press your button like a bot.
One of my favorite bosses was the snowcloak 2nd boss. The snowball mechanic where you push it into the boss to instantly kill him more or less if executed well. Now that fight takes a few minutes, because it has become another mindless button smasher. NPCs don't know how to hit a snowball facing the boss at the right moment. They don't know if it is better to use a small or a big ball. That kind of decision making requires a human. Because SE didn't code for it. And instead of coding something so difficult, they just removed the mechanic.
Calling it more "intuitive/obvious" is really just an excuse for dumbing down dungeons for NPCs. As well as dumbing it down for casual players, who find out in a lvl80 mainstory end dungeon how to do aoe rotation, back then during shadowbringers expac...Instead of earlier.
I noticed it when I wrote it, that it may sound that way. But still kept it. Because it doesn't contradict to me - I want the difficulty of the content and how we use skills to be higher, but I do not see a reason to make actual access to content difficult. Because that is not really a "difficulty" - it shouldn't exist once you have unlocked a duty. It is like an artificial resistance from doing it. Making players unsure if they are prepared enough, when they could just go and do it.