There are a few more instances of 0x0E and 0x0F being used in the game. Some examples: NPC Wallace in Eliwood mode has 0x0E and the wyverns in HHM chapter 24 Lloyd have 0x0F (which helps keep them away from Wallace)
There’s additional AI with similar behavior:
0x21 = Move to character of ID 0x01 (Eliwood) - used by NPC Hawkeye in Eliwood mode
0x22 = Move to character of ID 0x02 (Hector) - used by NPC Hawkeye in Hector mode
So what is the difference between 0x0E/0x0F and 0x21/0x22?
I think enemy behavior is the same but NPC behavior appears different.
NPC unit with 0x21/0x22 moves towards the target character and stops when the target is inside the NPC’s range. The NPC will follow the target if it moves out of range. NPC unit with 0x0E/0x0F also moves to get the target within range, but afterwards it alternates between moving towards the nearest enemy and then moving back towards the target character.
Other “move to character” AI codes:
0x0D = Move to character of ID 0x28 (Merlinus)
0x10 = Move to character of ID 0x26 (Nils)
0x11 = Move to character of ID 0x7A (Zephiel)
NPC units with these codes follow the 0x0E/0x0F type of behavior. Actually, 0x0D through 0x11 are all assigned to enemies with 0x0E Wallace being the sole exception. Makes me wonder if Wallace was supposed to have 0x21 instead, because the NPC behavior with 0x0D through 0x11 is a bit weird.