I'm more positive about the AI than one week ago. They may not defend but they can attack if you're slow. They don't slow if you're behind, they slow when you pass them because before curves, they try to drive "clean".
I agree 100% about the magnetic grip. I think they got SRF on by default. I'm not sure the pilot part of the AI can drive the car part of the AI with boosted PP. Think of it : most default setup are pretty bad, with default setup, if you put on top AI driving it's a fail I guess, I'm 100% sure this have been tested in 15 years GT games exists. So a quick and dirty cure was "SRF on" on each car.
What Polyphony should really do I think : remove SRF from Saisonal Events in GT6 and study the setups the best players use and their racing lines, look about the times posted by players online too (or best times at home, or in events, why not ?), then give AI those setups/racing lines with no SRF.
About the ram part, they tend to do this if you ram them I think. The only moments I get ramed is at the end of a corner or in the acceleration phase if I'm in the middle of their line. They have one line, not two. So why not getting the lines from players using the same cars aswell (or the same "kind" of car since in each new GT there's some new cars aswell) ?
I think the reason to get ram after a corner is the AI forgot the physic engine give them aspiration and the AI can't make a decision accordingly. This + magnetic grip = bad playing experience.
You can see this phenomenon playing Like the wind #1 with
my ZZII setup (change gearbox and remove aero) for exemple : 3 times out of 10 the just passed car will get aspiration and ram you (the ZZII can't win this race even with NOS so it make struggling for the #2 place, esp if you pass #1).
In endurance races I noticed that the AI slow after you pass them and #1/2/3 slow too if you make the "extra" lap you are suposed to do.
The agressivity toward the player is not the same with other AI cars, this is a problem too. Another big problem is in championships : #1 car get 100 points (or 75 if you beat him) and so on.
Maybe another problem is the lack of different "feelings" of AI. One could be dumb, one agressive, one very fast, one could do accidents and so on. Not at each time, but sometimes. Making an AI reasticly dumb is a tough tech chalenge. They could monitor players for this ^^