Finally actually got round to watching it & yeah this was a very unbalanced match with AI having 360 vision, 100% accurate info on enemy plane state, no collision avoidance & damage caused by just getting the cone on target.
I'm reminded of an old quote from a game dev (as I recall in relation to Xwing/Alliance turret fire): its easy to make really hard AI, what is hard is to make AI thats believably easy.
Point being with full info from the sim you can trivially calculate a perfect lead point many times a second, you then have to program in various rules to make the AI not hit that aim-point & the trick is getting it to miss in a way that the player will be able to feel threatened & that they've done work to successfully dodge.