Three papers on different approaches, getting sort of progressively further from classical planning as time goes on:
http://www.ai.sri.com/pubs/files/1364.pdf
http://citeseerx.ist.psu.edu/viewdoc/summary?doi=10.1.1.106....
http://www.gamasutra.com/gdc2005/features/20050311/isla_01.s...
The last one is the direct inspiration for this library I assume, since it's the source of the term "behavior trees". I agree that many do have somewhat more complexity; for example, the 2nd link above is a reactive system with working memory, resolution of joint and dependent behaviors, etc. But game developers have tended to want to strip things down as bare-bones as possible, due to wanting: 1) minimal CPU usage; 2) a simple enough model that not-very-technical gameplay designers can specify a lot of the behaviors; and 3) something simple and deterministic enough that the engineers can predict and debug its behavior.
I mean ultimately, all AI is just a higher-level way of writing normal programs, because it compiles down to the same assembly code as everything else. It's just an issue of what you have to write explicitly, and what you get seemingly "for free". In many areas, the human wants to specify very little (say, a fitness function, or some planning operators plus a plan goal) and then get an automatic answer, but in areas like game-AI, the human wants to specify quite a bit more, but still wants some stuff for free.
So the difficult problem is coming up with a behavior-specification language, supported by a backend that implements it, that lets people specify exactly the parts of things like NPC behavior they want to specify, but then figures out how to apply them in various situations, resolve conflicts, enact them jointly, etc. NPC designers really do have a ton of specific things they have in mind for the NPC's behaviors and personality that they want to be able to encode somewhere, but they don't want to literally have to script every possible variation on every possible NPC interaction, since that blows up exponentially, especially with multiple NPCs and nonlinear storylines. Admittedly, behavior trees are fairly far towards the "you don't get much for free" end of the spectrum, even compared to other reactive planners.
http://chrishecker.com/My_Liner_Notes_for_Spore/Spore_Behavi...
http://aigamedev.com/insider/presentations/behavior-trees/#r...
http://books.google.ru/books?id=1OJ8EhvuPXAC&lpg=PA370...
and for people who prefer XML there is a simular architecture based on FSMs called XABSL,
which is used heavily among Robocup teams.