AFAIK the combat_eval values govern how the AI chooses attack objectives as well. I even tried increasing the combat_eval_min_class_rating value and the AI starts behaving weirdly when it's over 10. I tried as low as 1 min_class_rating and the AI will chase retreating squads sometimes. My general observation is the lower the number, the more aggressive it is. Also I have my required_win_ratios backwards, i.e the at_max_class_rating is higher than at_min_class_rating, since my logic is that early engagements must be fought at about equal squad values (like Conscripts vs Grenadiers) while late engagements requires more units. Not sure if it works properly though.
Oh right, I also set attack_objectives_replan_time (and all other processing delays) to 1. I don't recommend doing this unless you free up CPU usage by optimizing the tactics.ai
I dunno about combat_eval affecting build orders. I'm even surprised that it does.
For instance, when I put a Pak 43 and a Machinegun Bunker at a chokepoint, even an Expert Bot will assault that only once or twice with a probing attack, and then avoid it for pretty much the rest of the match - even though enough artillery or some concentrated attack would surely bring the emplacement down.
Pak43s, Bofors, 3inch Mortars and the likes are (most likely) not categorized as "entity" but as a "squad" with a "team weapon" for the purposes of AI. I know because if you set an ai_ability to only use the entity_filter it won't ever target those, but it will target bunkers.
Oh right, also for some reason some team weapons give cover to the soldiers and thus the combat value is multiplied by the value in cover_table. Try reducing that number.
At the opposite end of things, the AI regularly launches suicidal attacks into your territory, ignoring everything in their way, just to get rid of a Walking Stuka or Panzerwerfer.
Try turning off pathing_detect_min_firing_range. Since artillery pieces and mortars often have min range the AI will think the closer they get the safer they are.
BTW your suggestion for coaxing the AI to use mines with MG42 works, although if you do that somehow the mines doesn't explode at all even if I change the weapon. I solved by spawning another mine that explodes and not deleting the original MG42-laden mine so the AI doesn't try to constantly build mines.