After many games I've discovered weaknesses and exploits of the AI Opponents. Please share any which you have found so Brad and his team have a good idea what needs fixing for the AI Opponents. Hopefully Brad and Stardock can improve these weaknesses/exploits against the AI opponents because it provides human players an unfair advantage.
THE AI EXPLOITS:
I recommend not using these exploits whenever possible to keep the game more fair, but we have faith Stardock can fix most of these issues. 
A} The Peasant Blockade = For these randomly generated maps there's many bottlenecks into other sections of the map. These bottlenecks can be anywhere from 1 to 5 squares in width. Some have monsters and others do not. The exploit here is blocking the bottleneck with cheap peasant units while maintaining peace with the AI opponent. This is an exploit because a human player recognizes this as a threat where the current computer player fails to see this threat. Naturally this wouldn't work on an area with monsters roaming, but some areas do not have monsters roaming thus the problem.
The Recommended AI FIXING: The AI opponents should be able to recognize when a human player has boxed them into a corner and thus aggressively break the blockade. Anytime an AI opponent is trapped it should aggressively fight back the same as any animal which is trapped.
B} Camping on a Resource = While exploring the map your peasant or scout might find an enemy pioneer marching towards a good resource and there's no way to stop him without declaring war. The exploit here is camping on the most valuable resource such as a gold mine with the peasant. When the enemy AI builds the town your peasant will remain camping on the valuable resource and thus preventing the resource from being built.
The Recommended AI FIXING: Any units standing on a resource needed by another opponents town should be pushed off the resource at the start of a new turn unless they are at war.
C} No Area Guards for key Resources = The AI doesn't seem to protect any resources outside its city walls and weak peasants can walk around razing all sorts of valuable structures of enemy AI opponents. I've been at war and had a single peasant walk right past the front door of a heavily guarded town and then walked past the enemy sovereign to destroy resources. Naturally I don't use this tactic after confirming the problem.
The Recommended AI FIXING: Have at least one of the units inside each city which serves as an area guard for any nearby resources. The area guards will attack only weaker units which approach and should have at least 3 movement speed.
D} The Front Door Blitz = Currently it's possible to build one or more massive armies and stand near each of the AI towns of an opponent before declaring war and effectively crushing the AI before it could even blink. The AI doesn't care about any massive armies walking thru its land or even sitting on the front doors of its towns.
The Recommended AI FIXING: Allow the AI to recognize the problem when multiple armies are lurking outside its towns. Perhaps it should be first to declare war and thus try surprising the human player.
THE AI WEAKNESSES:
Nothing the human player can really do about AI weaknesses, but we have faith in Stardock. 
1) Huts too low priority of priority = My observation has been the AI does not place enough priority on building huts which provide a larger influence over time and the cities remain stuck at 10population for too long. The AI should be choosing to build a hut as building number 5 at the latest.
2) Slow Sovereign = The human player knows having the sovereign travel quickly is important thus moving at speeds of 3, 4, 5, etc., etc., can be common during games. Unfortunately the AI sovereigns are always crawling with a speed of 2. I can't imagine playing Elemental stuck moving 2 and my other opponents moving 4, 5 or more! Hopefully something can be done where the AI opponent makes an effort for upgrading the speed of its sovereign and traveling army.
3) Fixed AI Sovereigns = Every game uses a fixed sovereign for each nation... the human player becomes well aware of their strengths and weaknesses to the point where its predictable. Hopefully something can be done to provide some random sovereigns OR different sovereigns for each nation.
4) Greedy Careless Sovereigns = It's crazy yet the AI sovereigns will enter into my borders to pickup notable locations and quest huts while we're at war. This is like limping into a lions den covered with BBQ sauce. The AI sovereigns should only enter enemy borders with a precise attack strategy and if possible have an escape plan when endangered(TELEPORT SPELL).
5) Not using Items = I know the AI opponents are not using at least the summoning tokens so it's possible rings, potions, compass and other stuff just becomes a collectors item for the AI opponents.