Several changes in G&K directly or indirectly helps the AI:
1. Embarked defense: It helps AI on pre D Day offenses since the human won't wipe out units for free via run over.
2. Massive nerfs to RA: (Both DOF requirement and the number of turns reduced) On balance helps the AI by massively slowing down human progress via RA.
3. Conversion of HS to free Great Prophet with the old power moved a few era later: Major help to the AI as that wonder was skipped by AI and often used by human for GE for a more expensive wonder.
4. Relocation of PT to a couple of era later: Another major help to the AI since the human can no longer use it to get Astronomy and start Rationalism tree extremely early.
5. Great Scientists nerf from a full tech to X turns; human was really good at picking free expensive techs.
The following major change doesn't really impact AI: Liberty finisher slightly nerfed / Tradition finisher majorly boosted along with a minor boost to Legalism. (It has changed the favorite first starting policy among humans from Liberty to Tradition)
The following additions appear to have hurt the AI:
1. Introduction of CN Tower & Hubble, especally in combination with great people from religion. (AI doesn't know to beeline to these techs and so if the game was competive they lose the space race.) If the game wasn't close though Hubble helps reduce the number of turns for a game you've already effectively won.
2. Adding 10 points of free influence for pledging to protect city states: Human combines this with the 20 point of free influence policy after completing first tree while waiting for Rationalism to open up to become free friends with every city state on the map. (Massive culture, food in the capital, happiness, and religious gains along with free units; this player also becomes a shoe in to win any new most cultural point quests for additional free influence)
3. Humans appear better at picking beneficial religious beliefs, especially the pantheon than the AI.
The following changes sometimes benefits AI and at others the human:
1. Spies are currently imbalanced in favor of offense. (Too high a chance that a spy steals tech even if defended by another spy running counter intelligence) Most of the AIs love to steal techs; who benefits depends on tech progress
2. Tall empires are punished in spy mechanic. (It's based on that city's science rate). When a human is playing ICS, they punish the tall AIs; when a human is playing tall; the AI punishes the human.
3. Both the human & the AI are good at rigging elections via city state and coups.