Aside from a complainer or two, I always seen your work held in high esteem in these forums. Whenever Frogboy gets involved, I only see excitement. Maybe I don't come around often enough? Lol
There will be, like in GalCiv II, some new AI options added to the base game. They will not be on by default (just like they were off in GalCiv II). But they will enable expensive algorithms that let the AI really play to win even if it means playing in...not so fun ways.
Back in GalCiv II, a lot of the reason the game felt balanced was because it was the AI, not humans, that found the cheese.
For example, the reason the game didn't have issues with insanely powerful engines was because the AI would design ships with huge ranges with huge sensors, see someone move a transport out of orbit (just for one turn) and the AI would zip in and kill it and leave. Thus, we had to patch the game to keep the AI from designing cheese ships.
There's still a thread around, I think it's called "AI cheese ships". That's the benefit of AI generated ship designs (the downside, as some may recall, is AI ships could often look pretty weird).
Now, I can't promise all that here in base GalCiv III as I haven't really looked at the AI in over a year other than a general overview. But hopefully it helps illustrate my general philosophy on how to do AI.