I've observed the AI capture walled cities many times during my R&F tests, so I'm not surprised by
@V. Soma 's results. I'm glad to see those results laid out like this.
I do believe that one challenge the AI has is that it's been taught that it needs to include Catapults/Artillery as part of the Operations that
@Infixo referenced. While unlike on vanilla release, the AI is no longer stymied by walled cities, it's still not as effective at taking those cities as I believe it could be, and I believe this is related to the programming to include siege equipment in the City Attack Operation. This appears to me to have three negative effects on the AI's effectiveness on attack:
a) it slows down the AI's advance, as the attack won't proceed until the catapults/artillery are in position
b) it dissuades the AI from pressing the attack when the siege units are shot up (unless it's already damaged the city enough that it recognizes it can press forward and take it)
c) the AI only rarely (ever?) proceeds with ram-based city attacks, which are far more effective
Presumably the GS buff to walls will hamper the AI's city-taking abilities even more, until/unless it is programmed to avoid catapults and bring rams. This is a hypothesis only at this stage.