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I'm afraid that's beyond my skillset. This is just a simple mod that throws on an existing tag. There were some mods that did as you asked although I can't recall the name and I'm not sure if they've updated to 1.6. One that works sort of the same is Self Preservation where you can set a threshold for individual enemies to flee. It also works with this mod.
That would be unrelated to this mod since it doesn't touch AI. I can't say I've noticed them ever doing it to that extent. However Vanilla flee behaviour can be a bit weird at times where they'll try to flee through your base or through a door instead of a better route.
That behaviour sounds like it could be coming from a mod. The vanilla behaviour is to swarm the enemy and attack unrelentingly once provoked. They'll call off their attack if not engaged for a specific amount of time. If all their hives are destroyed they'll shift to a more neutral behaviour similar to animals where they'll wander and defend themselves. Pathfinding can cause them to act a bit more erratic at times if they can't reach their enemy. They might wander or try to find an alternative path.
Unless this mod is placebo effect for me, they seem to just mindless march into gunfire and stopped backing off for a long while now.
I'm afraid this mod won't change the behaviour of insects since they're already set to never flee. The way insects react is more down to the AI behaviour they've been assigned which this mod does not change.