Indeed. I'd like to think that with very good constraints on things like aiming and timing, you might be able to help foster creative 'gameplay' and discovery of things like map routes, map control etc.
I've thought about this before. Maybe randomize reactions within a range, or apply some kind of focused perception filter with a delay to mimic the focus and processing of the human eye.
IIRC correctly Valve's inhouse TF2 bots mimic target accquisition times, mouse innaccuracy and other things. They had a blog post explaining it around release, but I can't find it.