interesting topic
anyway notice that you are using the non discrete math in the explicly discrete task
i believe it is okay, but i assume there are some extra things that can be used to speed up the aim approximation - because of discrete math you can use easier or faster calculation algorithms.
Of course the first step is to implement the theoy into practice, but 'practically' you will end with more simple algorithms.
One more thing. Looking a the graphs and the program that shows the bot aiming (bot aim 2) i predict RACC will have bots with characters, where you can define such things like damping, spring etc, or the probability of the occurence of the time, that bot would prefer to eat pizza now nd steer with one hand
one more thing. i wonder how the aiming will be implemented - like, does the bot will treat every frame as a point of aiming or will get updates of enemy positions every XX mseconds (like player that gets the initial change of the player position few moments after the enemy moves (due to lage between wwhat we see, what our brain decides to do and the time the nerve impulses react to move the hand).
and another thing, i believe this can be hard to implement. Notice player does not have 'infinite' hand as bots (the limitations of the glidin furface like mouspad, or cable - man gotta toss mouse overn move it back, lay it down and move it again to continue aiming, especially the ones with low sens).
Also there is an issue of sudden movements (like inhuman turns). People got it sometimes too i bet you happened to kill enemy instantly because of the instinct reaction, especially when surprized )
anyway, the current algorithm is very satisfactory