Glad that you enjoyed the videos and found them helpful. If you have further requests, just post them on the HfD and we'll try to meet them.
I agree that Harpoon (and MNO) require a great deal of micro-management. The AIs are simply unable to behave any more intelligently. I like to think of the H3 AI as the equivalent of a High School graduate. He does not have higher education, but he should be able to give you a fair and decent day's worth of work. The H3 AI is aggressive, but can be lured into traps.
In the last iteration of HUE v3.10, they released some of the control characteristics of the AI-controlled missions so that users could try and make the AI behave a bit more smartly. Unfortunately, they never explained how to use them. Also, they (probably, as far as I can tell) did not release the control parameters for the most important behaviours.
Global Conflict Blue 2 is likely the most advanced for AI management. They are currently working on AI scripts to handle behaviour. Unfortunately, even such 'simple' programming is probably beyond the abilities of most casual users.
To see just how weak the AI is, check out this pair of videos:
http://www.youtube.com/playlist?list=PLFCE2B0DBA0F13F2FThe same scenario is run twice; once under All AI-controlled missions, and a second time under manual control.
Unfortunately, in H3, it is not possible to mix human and AI control. Once you turn control over to the AI, you pretty much turn it over 100 percent. If you really want to test some ideas for transferring control to the AI, I can make a few suggestions. I rarely use AI missions when I play.
One thing you might wish to do is set up some simple AI missions such as Airborne Early Warning, Jamming, or fighter patrols. Once the enemy appears, you might wish to use the "Unassign" hotkey to take manual control back from the AI in order to conduct the mission, personally. The AI is generally competent to repeat mundane tasks and get the aircraft back to the base without running out of fuel.