While by no means perfect the AI patroller version 2 patrols, detects and chases when it should in my scene. Along with the aforementioned changes I also tweaked its vision cone a bit and it now works as a viable obstacle.
I have never used the profiler before in Unity and decided to check it out for my scene, I was surprised to find the AI was taking up the most memory space. After researching online I discovered this was due to how many Debug.Log events I had left in the code, once I commented them out the AI overhead went down. It’s a small thing but it’s good to know how i’m supposed to use debug.logs(sparingly), and I will make sure to clean them up in final codes in the future.