Okay, that's good to know. In fact, if I'm reading this correctly, this actually works well with the 3.3 admin sprawl meta.
If the AI considers the monthly trades as their long-term economic plan, then this gives players a good incentive to trade processed goods (CG and alloys) for raw materials, which not only trades at favorable rates, but will also encourage the AI to 'over develop' their raw resource economy to get to the minimum resource margins, when those margins are being consumed by your monthly trades. These will be resource districts and worker pops you don't need to pay the admin sprawl penalty for, even as your surplus of CG lets you employ more scientists.
In time/with diplomatic finangling, you can thus set up your neighbors/allies to be resource colonies, whose economy is fundamentally based around being a resource exporter to you, while your own economy can hyper-specialize to being a CG-based economy that trades. With the AI covering the admin sprawl of your resource colonies, that's fewer sprawl penalties for you, but comes at the cost/risk/necessity of defending your allies to maintain markets.
That's a really good synergy- and absolutely appropriate in macro-economics and sci-fi- and I hope you all can keep that going in the future.