I already saw that post, and regardless of whether you previously made a comparison to the old games, my point is that *it's a mistake not to*. This game is a continuation of the franchise, which comes with a certain understanding of how the games are approached.
What the developers were saying in original article you linked is that the AI had to be dumbed down because the player wasn't given the tools to deal with NPCs at that level of sophistication. To what extent do you modify the tools that define a Thief game in order to accommodate a supposedly more sophisticated AI?
Again, the whole part of my comment was directed at the Thief reboot developer remarks but since you want to bring this discussion I'll oblige.
Let's start with the dumbed-down AI:
According to the developer, the NPC's apparently smart enough to detect you. Whether this is some wallhack or such is up to speculation. But assume that they are using some refined AI where they actually are aware of their surroundings. This means that if they do get a bead on you, your escape options fall in two categories: Aggressive or regressive. Being aggressive would mean you initiate a combat scenario to give you leeway to escape or use an arsenal of tools (smoke bombs, caltrops, etc) to deter the NPC from capturing/killing you.
The regressive option on the other hand is to directly escape by running away. This means the game must give you enough agency to vault yourself from obstacles that is near impossible for the untrained enemy. This could mean having a variety of options to traverse a-la Mirror's edge as long as the option doesn't compromise the player's action.
Both options won't fundamentally change Thief's design since it utilizes the extra power from modern hardware to create a more refined control system that wasn't possible in the past.
These are the two simplest options available. But now the question remains is how far the sophisticated the AI is at this point? Are they emergent that they will follow through by warning other NPC's making the item in question for the heist more difficult to procure? This would mean the player must be able to compensate by creating distractions, destroying light sources whether it be candle or lamps.
If the player is unable to push through normal means than this is where agency comes in and letting the player "create" his own entrance. Whether it's breaking through windows or having some sort of destructible walls/floors if they are weak enough. Bombs and mines are not foreign to this type of game and letting those properties be used will give a whole new dynamic for player interaction. No doubt, the physics tech even on the PS3/360 should be able to support this type of gameplay.
Okay, but having AI that zeros in on your position instantly when you fire an arrow isn't creating player agency, it's removing it, because regardless of whether I could use other tools to escape, it makes using arrows to distract guards pointless.
Then the arrows must be discarded entirely if it causes an inherent weakness to the player. This will not bode well for the fans, so if we're going to use "sounds" as part of the AI reactive capabilities we must be give the player tools of short/medium/long range capabilities.
But let's address your "arrow" issue: In this case, the arrow is considered a "long range" device. Meaning, the player must be far away from the NPC's awareness point in order to be utilized properly. Which essentially means bigger levels.
For medium range distractions the player must be able interact with almost anything in the environment. Stones, cups, glasses, books all have different sound properties and they also don't have a initial sound point until object reaches the impact point. This means the player have a nearly unlimited array of useful tools to distract the guard. Or they can create timed events assuming the game supports such fidelity like placing a brick on a slanted surface before it hits the ground. It's does re-emphasize the "sandbox" aspect of the game because it relies solely on the player's creativity (isn't that the point of the sandbox)
Close range is self-explanatory, this is just creating sounds by your own volition. Whether it's walking on hard surface, knocking walls or whatever means you can create sounds with whatever self-interactive capabilities can be useful if you want a minor distraction in close quarters.
And there's my two cents. Of course, there are always superior options but likewise, it's all about the application. NPC AI all have their limitation and sure enough it doesn't need to go to the extreme end. We can at least try something that matches up to the gameplay step-by-step before creating an actual, fully aware AI, but that's a discussion for another time.