No. I have beaten the game as is, thank you very much.
That is good, because it is an easy game to master at any level of strength. Any game is. The only time these games become difficult is when they are played multi-player. There really isn't any system that can not be penetrated, and ultimately that is the issue with "systems". Knowing and using the system against itself; even something as simple as fooling the program into attacking a "weak" zone so you can pocket a group and other combat "techniques", which aren't really exploits amount to an exploit since you are really just using the facility of prediction based in learned experience, which the game can not do.
Fundamentally, if the complaint is that the game has abilities that the player does not, and that is "unfair" then the player making the complaint should stop using prediction and learned experience, and play the game as if all knowledge of the game comes to it at the exact moment in time in which he is playing, since of the machine has no memory whatsoever. From the perspective of the program, it is a human "cheat", so to speak.
For example,
you have an idea of roughly the size and quality of the Japanese navy based on past games, or even your immediate short term memories of what ships you have seen in the game you are playing. You can't help it. You remember. It is just the way you are, and all of your reactions are based in that memory, whether you like it or not. The game, without omniscience, would have no such "knowledge" upon which to base its decisions on, and instead be reacting only to its immediate environment at the moment it is acting.
Hence my example above, where the AI "Cheats" by counting the number of units that are close enough to interfere in a battle, whether they are "visible" on the front or not. This indeed helps the computer avoid simple exploits such as creating a weakness in order to pocket a group, since it is given a basic awareness of the general strength of its human opponent in the immediate environment, and this compensates to some extent for not being able to "remember" what the player has is in a particular theater.
It is less likely to fall into the trap, since it is counting the "reserve" and now knows that the position is not really as weak as it "appears". Purely reactive game design systems are highly open to exploits such as bait and switch, and lures.
AI cheats are most often actually compensation for not being able to think and remember.