I have worked for years developing AI for other programmes and see some serious flaws with the system being attempted with WL.
There are a couple of important factors with WL AI, different tribes with different supply chains, differenr maps with varying starting conditions, and what does not seem to be considered yet different start settings and different win conditions.
Until the AI player knows how to react to differing win conditions any work done is pointless. From my experiments the AI cannot cope at all with harder starting setups, they can sometimes play Village but anything harder just leaves them blocked within a few minutes.
AI hints are supposed to adapt the general AI rules to tribe specific rules but they fail spectacularly in many cases. With after the wood gnomes map, which has thousands of trees to be cleared to build anything, the AI starts by building forresters, Epire have a granite mine as a basic building but having built it but before it is manned it will often build a second mine as the first is not producing, it builds it next to the first and that will probably not produce as the vinyard it builds is often surrounded by roads so has no work place.
To produce an AI that can actually play WL the first requrment is to know how to play different win conditions, secondly how to cope with different start settings then it needs to either have separate tribe specific rules or a better implementation of AI hints. At that point you can test if there needs to be any map specific settings.
In an ideal world just playing should produce AI changes on your system, the programme itself should work out if the changes were good and update your AI files, when playing online players would automatically swap their best AI files eventually producing AI players that are indistinguishable from human players.
I am sorry to say I have no time free to work on this this year.