Thanks for the replies.
There's no doubt that fixing the disconnects would be the best option. I've seen only a few posts on the forums and a couple of people mention losing bots to lag (or disconnects) in general chat while I've been online. It does seem that the vast majority of people don't have much problem with high lag or disconnects otherwise there'd be more posts. I'd be the first to acknowledge a LAN/ISP issue (they do happen) but I've played a lot of online games over the years and the disconnects that aren't clearly caused by server-side issues are few and far between in my experience.
Which made me wonder whether the disconnect problem is harder to solve then an approach to handle disconnects. Other games (that rhyme with stEVE) have a warp to safe spot in one minute if possible (i.e., not scramed) upon disconnect (I think it's 60 seconds--it's been awhile.) Something along those lines doesn't seem undoable. My experience is limited--I'm talking about mission mobs at this point in time and would hesitate to do anything to upset the PvP balance because that's almost certainly a team activity anyway.
As such, I wouldn't advocate anything exploitable (although perhaps I'm too naive in my approach to the "AI" concept.) I simply suggest making the bot do what it would normally do for 30-60 seconds after a disconnect whether that be run away or activate defenses (although I heavily favor the run away mentally the way I currently play.) If my bot is demob x3 and under attack by 5 bots and can't get away in 30-60 seconds--so be it. I'd die anyway and that's fine. But dying to one equal level bot is nuts....
I wonder if it would work to create a number of pre-determined safe spots so that the bot would immediately begin moving towards the nearest safe spot when a disconnect occurs. The AI for moving is well-established and any hinderance wouldn't be removed. I guess I would advocate starting the 60/120 second logoff timer when the bot reached that "safe" zone.
I'll also allow for the distinct possibility that higher level mob AI invalidates this idea (I'm only familiar with the level 2 missions.) The concept of "running to a safe spot" is somewhat pointless if level 4 mission mobs follow you across the zone.
In conclusion (because I'm in serious danger of TLDR), the disconnect problem is troubling at this point but isn't necessarily a game breaker with a Castel...but the idea losing a Waspish or better to a disconnect that isn't my fault in another month concerns me a great deal.
Thanks for your time.