Only Flashpoint uses unit spawning AFAIK; although the error seems more frequent than in the other two missions, there are (especially integrated over time) more units running around/getting shot at/getting killed. I'll test it some more today.
UGLY58 makes a good point - highly trained &/or experienced units would not be affected to the same extent as new recruits. Would making the maximum courage reduction inversely proportional to the unit's starting level work?
And/or, if it doesn't overcomplicate/slow the code, require a significantly greater number of nearby allies killed to reduce courage of a maximally skilled unit by a given %age than for recruits. That would tend to make firefights harder/longer, which would be icing on an already tasty cake
I have no idea what the issue is when running asr_ai as well - i.e., why the errant/amok chopper problem resurfaced in Trial by Fire. That could be a mission breaker in a lot of scenarios. To confirm, it isn't an RC 1.61 issue, on reverting to TPWC AIS 207b the chopper lands more-or-less immediately, either just firing a minigun at the ZSU truck or occasionally taking a brief detour to zap it with rockets before landing; just as it did in 1.60. Would still be interestede to learn if someone with 1.60 finds any change in that mission with asr_ai & tpwc AIS v3.00 between stock 1.60 and the beta 94945.