It's funny you should mention eyebot, it was suggested a few times back when I was building SF1. But I didn't know as much about DNA then so it looked pretty dang complicated, and I didn't use it. Next time I get the chance I'll go over it again and try commenting the system. But because of the level of integration I'm trying to acheive between the various behaviors, and as a learning exercise (especially in the boolean stack and inline conditions) I will be writing my own system, which will act quite similar to the fashion you discribed, switching focuseye every cycle between each nonzero eye and eye5 to keep track of what's in front of it, for example it starts at eye5 and goes 5-4-5-6-5-3-5-7 ad nausium. Another thing I ought to address is the retreating and retaliation functions, which act more like addons than functions of the bot, sometimes causing a conflicting action which leaves it turning back and forth. This will be solved by expanding the scope of SF's situational parameters to include nothing, fighting, eating, and now, running. I find that the more I tie each action to the main parametric system, the better the bot works. Once I work on the new advance vision, I will expand the parameter sets to health, situation, and tactical, which will integrate IFFF readings, swarm densities, average enemy velocity and body size, and if need be, specific enemy bot species. I think that with SF2's superb dogfighting capabilites, the addition of a diagnostic system to counter info shots, poison, and venom (which I have been thinking up for a while) could make it a deadly F2 contender. And with a robust, nearly unfoolable antivirus system I've been thinking up, it might even get into the low F1 standings.
But first I want to get this bot to work exactly the way I want it, THEN I'll start building crossover variants. But yeah. Expect me to have a status update in one-two weeks or so.