Yeah, you're right, I got it backwards about the decoys...

Although I don't think it matters for the time being. I'll explain.
My goal was to fix the doctrine without too much fuss, so getting the AI subs to drop passive or active decoys under certain conditions is a much more difficult problem, as the original doctrine tried to accomplish this, but it didn't seem to work out for whatever reason, and I didn't want to add another tier of programming language to get them to drop active and passive decoys at the same time, because then you'll get them firing way too MANY decoys within a given time frame, and since I'm not really a programmer, I'd probably introduce some kind of bug, without extensive trial and error.
In any case, given the very short passive seeker range and the need to launch passive torpedos at a slower speed to avoid sensor washout, the AI subs should easily be able to clear the datum given the new evasion geometry in the doctrine fix. As I said, I don't use passive torpedos against submarines, nor do I carry passive decoys on my sub anyway with the mod, although that is a matter of personal preference, I suppose.
This should be looked at as a quickfix, just changing what I had to work with in the most basic sense to produce the most dramatic change in effectiveness possible without too much fuss. Once Amizaur turns his full attention to this doctrine, I'm sure he can make it MUCH better. But in the mean time, this change is working very well so far.