Something else to point out is these numbers aren't consistent. What's high for one flavor category might be low for another
The only two flavors that seem to follow a significantly different weighting scheme are Nuke and Spaceship, which you basically need to set to 150-250 before the AI's behavior will really change. For the rest, it seems fairly consistent, although it'll depend heavily on your choice of leader.
The thing to remember is that the AI has other overrides on behavior. For buildings, there aren't many overrides at all, so the AI will almost purely follow the Flavor ratings. The early-game buildings might total 20-30, and the endgame ones up in the 60s, but the idea is that the weightings are heavy enough that the AI can just use them semi-randomly.
Policies and Units tend to have much lower Flavor ratings; most units are in the 15-30 range, depending on era, with no single flavor above 10. Likewise, all policies total to 20. But each of these has significant other overrides affecting behavior; the policies, for instance, are limited by the fact that the AI has some hard-coding telling it not to open too many new branches before it finishes its current ones, regardless of flavor, and before this last patch the AI treated Tradition and Liberty as being mutually exclusive (even though they aren't). Units also have several overrides by type (most notably the Worker, where the AI classifies itself as "need/want/enough"), where the flavors are ignored.
There's also a variation argument; it's okay to specialize a city, which the Flavors encourage somewhat by having later buildings in a chain have higher values, but you really need your army to have a wide mix of unit types. Keeping the Flavors low makes it so that no single unit is seen as far more desirable than the others, which makes the random nature of the AI create a well-balanced army.
You can see this in the Improvements tables, actually. Improvements can have a flavor, but none of the default ones were given any flavors and so were all left at zero. So when the AI suggests an improvement to you, it's doing so purely on the basis of yields. But if you give an improvement a flavor of even 20, you'll see it suggested far more often (and what the AI suggests to you is what the AI players build), even if it's inferior in yield to one of the other improvements.
This is very handy when the improvement adds some Lua-based extras, like my terraforming code in my mod.