My priority is a mostly bug-free version. Still waiting for that one. Maybe you should stop introducing new features for a month or so and focus on making the stuff you added so far work as intended.
Don't get me wrong, I like what you are doing with the AI but the quality of the releases could be better.
Most of what the AI team (blake and Iustus) have added seems to work well. The AI does in deed whip quite effectively, for economics, and also on defense. The AI will whip up longbows like crazy if a city comes under threat. The New build governor actually works, and I find very few bugs now. Mainly all the issues are with the warmaking aspects. I see these not really as bugs, but more like things that can be improved. It'd be awesome to see an AI actually get a domination victory. Lord knows I didn't expect them to code a cultural victory, and that's in the game now for those of us with this mod. That adds a lot more depth, then the original 1 dimensional Spaceship default AI.
With Warmongering, Kettyo pretty much hit on the main points. If the AI ever stands a chance of growing a third head, and achieving Domination victories then it's warmaking decisions need to improve. (Which Blake said warring across the map has been stabbed through the heart hopefully

)
In order the AI needs help with:
1)Warmaking decisions (who to fight, and when)
a) The AI picks some of the weirdest rivals to go after. Why troll around across the map, when you hate the guy next door?
b) When a warmonger like Genghis gets rolling (conquers or vassilates a rival) he should also start becoming even more agressive, so that like the cultural victory, the AI starts on a path toward victory if it "sees" that it is possible.
2)More logical unit actions.
a) Like pillaging Strategic Resources (when apropriate). Or pillaging for Cash.
b) Be more willing to move the stack after taking a city. Watching a Dagger stack that could roll over a rival sit in a recently aquired city for 10 turns so the rival can build his defenses is heartbreaking.
c) Use units in the field more (Especially Seige Engines). I've often seen the AI with a decent stack that could decimate a rivals, just sit still, even though with a couple suicide cats the stack would be so soft the rest of the units would get great XP mopping up, and would also lessen the rivals warring capacity. This is particularly obvious against Barbs, when a City has 1 Archer, a Spear and a Chariot in the city , but for some reason wol't send the chariot to kill the lone axe that's taring up all the workers hard work, and sending the civs economy back litterally 100s of turns sometimes.
That's pretty much all I see right now. Honestly, the AI does pretty dang well at rushing units when apropriate, and even appears to start harrasment wars early on. It just doesn't know how to do harrasment wars all that well yet, but that's what this mod is all about. It's the coolest thing going in civ IV right now. And that's why we're on page 60 still giving insight and checking for more updates. Most of us really hope to eventually see a rival AI that can run the gambit for victories against us, and we hope to get busted down a difficulty level in the process.