It's useful if you are still applying some of the behaviour conditions to all members of the family. For example if you have enemy A, enemy B, enemy C, enemy D all who will move towards the player when they have line of sight of the player, you do not need to say individually enemy A LOS of player, enemy B LOS of player, but you can say enemy family LOS of player. It's up to you to decide if grouping behaviour for all enemies will minimize some code. I can't see anything wrong with applying enemy family behaviours because at least then you do not have to add behaviour to individual objects, they will all adopt the behaviour, then you can set the values separately for each object if you need.