There's just little incentive to offer support for plugins and bot bases that we community developers no longer personally use. I understand not everyone is a programmer that can easily change something to fit their needs, but it's impressive the amount of support you end up giving and feature requests you end up receiving when you make something. And once you, personally, no longer need it (like Zekken in my case, or Agil's mender repairs since I can self-repair now) the drive to keep it updated falls short, since there's nothing to gain from it anymore. It ends up feeling like you're "working for free". That's just the reality of things I suppose.
In terms of a Dungeon Bot, it's something we've discussed in the dev Skype chat plenty of times. The thing is, it's a HUGE undertaking; it requires better spell avoidance and pathfinding, per-dungeon per-boss behaviors, etc. Just the avoidance alone is not easy, I've been thinking that if I ever get to make the next Zekken, I would use something like quadtrees to sort the vertices of the dungeon's mesh and quickly find "bad" triangles that are affected by telegraphed spells through polygonal intersections, then use actual navmesh pathfinding to avoid them without getting stuck. That alone is a lot of work, though. Lisbeth 2.0 alone has already clocked me on 3000 lines of code. It's just too much for a simple hobby, it's not like it's a job that pays.