:D
Another possibility why fuzzy AND works is that it simulates enemy data decay better, since they are decaying on visit, not hit. This way, I would be dodging out dated data which reduced my movement options and therefore increase predictability.
If this is true, then why this doesn't work against weaker guns may be that the tick flattener is simulating the decay rate of strong guns, not weaker guns.
IMO The reason why OR approach doesn't work is that when you are already doing better than perfect random movement, being flat actually decreases your score. And unless your segmentation and decay matches them perfectly, you will end up a) dodging some bullet they will fire in the future — and making them not firing at there by avoiding there; b) dodging bullets that already hits you, this won't further help as well.
So I did some quick experiments doing this with DrussGT and I saw a significant performance decrease. However, I think I'll need to re-tune the bandwidth / smoothing kernel, since now that it is effectively being squared it is much narrower.