I regularly see numbers in excess of that... a few times 200+ happiness. And it was MY empire, not an AI.
But is that with the number of cities an AI typically spawns? I see those values in my games only when playing tall.
The problem is they concentrate on making the AI to compete with the player over making the AI competing against the mechanics of the game to build an empire. The reason I can dominate the AI is I concentrate on developing my empire... not racing to beat the Joneses.
Yes, this is very much an issue which is more specific to Civ V than to the Civ series more generally. There is far too much of a sense that the AI is out to get the player, not to look out for their own interests, and the way the victory conditions are structured doesn't help (it's not, at least in practical terms, mechanically possible for an AI to win a domination victory in Civ V because the mechanics require that the player is gone by that point).
I did see a few pleasing exceptions in past iterations of Civ V - I remember a game where Ramesses seemed as keen as I was to buy CS votes from Harald immediately before votes that would have given him diplo victory. But I went back to Civ IV recently and saw Genghis develop an empire to a consistent strategy - dominating first Korea, then Germany and taking them as vassals, before confronting his final neighbour - me. It's obviously an illusion, but it does a lot to give the sense that the Civ IV AI wants to win the game, not just beat the player, something too often missing in Civ V.
similar (= different AI's should differ in 'personality')
BNW was a huge step back in this regard, sadly. In the previous expansions the differences were so clear that some entertaining, detailed characterisations of the leaders formed the basis of two popular threads. Unfortunately BNW gives so much weight to ideology, warmonger penalties, and AI responses based on whether they like or dislike Congress resolutions, and programmed the AIs to be much less individual in their strategies (consider how many prefer cultural resolutions over Sciences Funding, for instance) that these differences become almost completely obscured past the early game and all you're left with is the rather basic couple of axes on which Civ IV AIs varied - how far and how much they expand, and how willing they are to go to war.
going for the win OR role playing (which do we want? Or, see above, a mix?)
The best efforts to make an AI "go for the win" are exactly what enhance the roleplaying - it's a false dichotomy. I want to feel I have a competitor. But, in a game with up to 12 players (and more on advanced settings), "going for the win" does not mean "beat the human", it means "win the game according to your victory strategy, and beat
everyone else". This is what Genghis did in my Civ IV example - from the perspective of that stage in the game, with 2 of 5 civs under his belt and only one more neighbour, the Khmer were the next obvious target to achieve his objective. I didn't detect any sense that he considered this player civ any different from the two AI civs he'd already beaten. Civ V seems to do this to a much reduced extent, although it certainly tries in some cases (even though the AI is actually generally superior at getting non-military victories than those in past games). Instead we get a dichotomy that makes it jarringly evident that the AI knows it's an AI, it knows which other civs are AIs, and it knows which civ is a player.