AI workers function differently from auto-workers on a lot of levels, which is very annoying because human auto workers will try very hard to kill themselves while you are at war. While one might occasionally see an AI worker get itself out of position, you can't simply declare on an AI and watch it repeatedly move workers on a tile adjacent to your border to be captured (or in AI's case, killed) over and over and over again. What a "great" way to go from 14 workers to 2 workers.
And yes, I count this as one of many UI/control strikes against failaxis. Why give us an option in-game if it is so utterly terrible as to be unusable, when there are obviously better algorithms ALREADY IN THE GAME...they literally gave us an inferior-programmed worker set just to not use it. Ludicrous.
Incidentally, tile-yield output with currently existing workers should be one of the things the AI is VERY GOOD at; it should be able to determine pathing that offers the highest yields of each kind of output, not to mention totals. The AI even has a rating system for

,

, and

existing already IIRC...so why don't workers (auto human OR AI) calculate out actions that are better-optimized? I'd have taken that in a patch in a heartbeat over the chain disgraces we got from 3.13 on or so.
OT, tachywaxon's post reminded me of something. On MP, workers don't stop improving stuff when they are threatened but have a queue
Yes, this is a great way to equalize skill, make it so that you can't give orders at the start of a turn AND so that the units perform an action despite attempts to stop it from doing so. I can almost picture the failaxis design meeting!
"You know what would be more fun?"
"What"
"Let's put some situations in the game where the controls don't do anything!"
"Haha! Wait, you seriously want this in the game?!"
"...do it or I'll report your "islandtarget" code."
Hexes actually do make movement a bit more "fair" in that sense, because you have the same cost regardless of the direction you chose. Other games use tiles but incur fractional extra movement cost along the diagonals, but those games usually have higher total movement points where it matters (HOMM series for example). Ironically while hexes weren't well received in civ V initially by most it was one of the things about the game I actually thought was an improvement and it's a shame there were so many other issues that were not.