It's not that big of a deal for me personally because I play solo but if you play with a party and any high level mage can instantly summon Greater Basilisks every time you encounter one, that can get frustrating. There is no way around this else not installing smarter mages.
Yeah, I understand this is probably very frustrating. I'm kinda hoping Demi will tweak MSIX to summon something else rather than basilisk.
My main gripe against how AI mages play is that most of them are piss-poor weak w/o some meatshields if they're solo like Lavok, which is the main idea behind this tweak. While I can uderstand that original SCS idea isn't to beef up such encounters; I'd probably rework some of them.
Example of what I'm pointing at:
Lavok is supposed to be an ultra-powerful mage. With SCS, he has levels, he has spells, he has "brains" to use them, yet the battle is very easy since he can be overwhelmed by sheer numbers - and this makes all his levels, spells and "brains" moot since after he eats a Breach spell he's pretty much dead, with the player witnessing approx 20% of what he CAN do, but usually fails to.
If he's that powerful, couldn't he create some creatures that assist him? Has some deal with a Demon from the Planes? Just imagine this battle now vs one where you'd have Lavok + a Pit Fiend or two. A Lich could also be there. Now you've got a worthy battle, not some solo schmuck mage with a unique animation.
There are quite a few such encounters in SoA. ToB is (imo) much more balanced regarding; mages are rarely alone there.
Improved Anvil goes around that by increasing enemy immunities so they last much longer, but that's not really the direction I want to go. Thus, I went for instant summons to at least give mages some backup. If I find the time and willpower to learn more about scripting (I do already know a thing or two; I just need to learn the finesse stuff) I could probably make an optional component; or a mini-mod for "more beefy encounters".
Well, in my current LoB/SR/SCS run those demons Lavok summoned ate him.
That said, I really dislike the way the long time buffs are changed from original SCS. The great thing about (original) SCS is that I can use it for both my powergaming AND roleplaying runs, because the short prebuffs component is optional. In my rp runs I tend to restrict my party's items/spells/abilities/prebuffing, but at the same time I want the enemies to be at least somewhat believable and that is why I have the short prebuffs usually off. As it is, SR/SCS is like fighting Tactics-mages, with their "nevermind if that makes sense" prebuffing routine; and while Tactics is one of my favourite mods I wouldn't use it for a roleplaying run. Same with SR/SCS.
I don't care that without it mages are a bit weaker, because the point of SCS isn't - at least not for me - to increase the difficulty of everything, but to make the enemies less stupid, but not outright cheating.