Well, for starters, I think I need to clarify exactly what I did, here. I saw the problem as this: in 0.7, invisibility was a boolean state. Either monster X could see you, in which case invis was irrelevant, or it couldn't, in which case it had a basically zero chance to hurt you. Most of what I did was to adjust that so that very smart mobs get a spotty view of you. Now, invisibility makes it impossible for stupid mobs to see you (just as it was before), and difficult for smart mobs to see you. It should make their AI perform much worse, and thus provide you with tactical openings to exploit, instead of simply turning them off.
Mobs with seeinvis are still wholly immune to invis, but there are only about eight mobs that naturally have seeinvis, and of those, it only really matters for about four of them. The others are things like oozes, that don't move in an intelligent manner anyway.
As noted on the project status page, I'm not entirely satisfied with the fix for the invis issue; there's definitely room to tweak the details. I'm open to the suggestion that the boss levels shouldn't get a blanket seeinvis, in particular. And the degree to which invis impedes mobs of varying intellects will also probably need fine-tuned.
In general, I guess I'm saying...play with it, let me know what you think, and we'll see how things shake out.
(And I dig the idea of making more mobs use dispel- IIRC, there are a couple that do so now, but a couple more would be fun.)