The short answer is yes depending on the mod, EBII isn't necessarily one of those. (1614/the DLV submod by Taiji/KGCM are other examples that come to mind)
To give you something of a backstory to the various AI's over the years, G5 is one of the names that comes up quite a lot (similar to CavalryCmdr, Darth Vader, GrandVizier, Taiji, Lusted, Xeryx etc) however certain people refused (back in the day) to acknowledge new information or adapt other techniques and worse there have been insults/competition in the past. I will try not to get too far into that, particularly in regards to the G5 BAI but suffice to say, every BAI I've ever looked through ,and I've seen just about every BAI/CAI ever created by a modder on these forums, has it's own advantages and or disadvantages. Certain rigid beliefs held by certain people resulted in some erroneous processes not to mention methods. That said, the most advanced BAI aside from EBII was created by Taiji as it built on fundamental principles used in other previous BAI's while including entirely new ones. Although some people weren't able to learn how to use M2TW's battle scripting language (Taiji's unfortunately was limited in that sense) so it is limited in that sense, others weren't able to learn how to utilize the full potential of XML and the schema (G5 was limited in that sense). I've used and played on quite a few, also testing them in custom scenario's as well to get a feel for them before starting to create my own and eventually over the various iterations thanks to player feedback/internal testing we were able to come up with what we have now which is a combination of different principles in regards to the BAI.
Therefore I'd like to think that ours in EBII is not only tailored to the mod, but that it improves on many things no BAI has ever touched or attempted to improve before. For example, you'll not see missile units attempting to flank, the improved cavalry use/flanking in general, not to mention the new defensive siege AI or the way the AI reacts when in a defensive position to missile fire/cavalry charges, the AI is also meant to use the terrain much more effectively (elevation/hills), along with better unit distribution across it's battle line. Honestly, I could say a lot more about this entire subject but I'd prefer to stay out and above these things.
I hope one day someone else will take what I've done and make it even better which is why if you want to read a couple of things about either the CAI or BAI feel free to check out the
AI Workshop, we could always use some new faces discussing or creating things. There are instances where an AI was
truly designed for a mod, these being 1614/EBII/KGCM. TATW is worth mentioning while also being something of an exception as it has a script written for it which only applies to a city (Imladris). Just in closing, I'd like to say I learnt a little bit more from every person who posted or made a BAI. It was definitely an enlightening and intriguing journey, despite being tedious at times running the exact same series of tests over and over to check the effect of each change.
By the way, I sincerely do hope I have not insulted anyone in the above post. It's simply my (hopefully impersonal) impression of the facts.