If it has more than 2 colonies, the AI is working 
I've shifted it's build priorities slightly so it doesn't spam colonies quite so desperately, it actually ensures it has high approval, likes to grab growth buildings early and generally tries to build up it's wealth a bit more - this is to prevent the AI going into bankruptcy cycles. These probably will make it less expansionist on Godlike, since it's building stuff that it doesn't really need with the handicaps it receives at that level, but tbh I don't really care - I'm don't want an AI that's reliant on handicaps, I want it to be able to play a decent match on a level playing field. That means the scripts are tested on Normal, not on higher difficulties - and there's no way of recognizing difficulty in the scripts.
The simple fact is, the maintenance and approval changes means colony spam isn't the best option in IAB anymore, and the un-bonused AI was crippling itself later on by taking too many low-grade colonies before it could afford them. Now that it doesn't do that, it starts off a bit slower, but is in a much better position later on - I'm seeing expansionist AI's on 40+ colonies by turn 40 on a Godlike spiral soak, with the average number of colonies at around 25-30. I've got no problem with those kind of numbers.
I do see a lot of early constructor spam on Godlike, though - and I'm seeing the AI expanding it's star bases, which it didn't do very much in 1.03.
EDIT: Also, I'm more likely to see stuff like this if you put it in the actual feedback thread for the mod, which I'm subscribed to, rather than spamming the main forum. SD aren't going to care about supporting a mod, so starting new threads about it is really just making it harder for me to see your feedback.