Today(v1.38) in the ArmA3 there is no way (without crazy scripting) to configure fatigue and weapons sway for the player and any bot.
Each player or bot will always have the same values of these ability and these indicators are not high values.
Yes, ofcourse the sway of weapons will not affect on the bot, however, fatigue will has big impact!
For example, if the player wants to make a mission with a quick attack enemy infantry, today it is for the player is problematic.
Enemy squad will not be able to move quickly, already after 50-80 meters this squad will slow, because fatigue has not the best indicators and is fixed(
I think that is not best thing, because in this case the game has no flexibility. Also, the soldiers in real life, can have different levels of training.
Why SKILL LEVEL has no influence on these two indicators?
It would be nice to see how these settings have effect on Fatigue and Weapons sway! Because these two abilities are directly related to the skill!
For example, if the level of skill of the player in the editor, 50%, then this unit must have 100% influence of fatigue and weapons sway.
But if the skill level is fully, then Fatigue and weapons sway can have only a 50% or even less influence on this player or bot.
In the case of lower skill, BIS can create less negative impact on the Fatigue and Sway for this unit.
For example, if the player will have only 10% skill, then the influence of Fatigue and weapons sway on this player can be no more than 120-130%.
See images below.
Thus the level of skill may have a linear effect on these two ability, relative to the current level of skill.
This will give a more flexible use of these two ability in the game and will probably satisfy some players, who disagree with the fatigue update after 1.24. {F25626} {F25627} {F25628}