Colony automation hasn't been updated for the beta, so it basically doesn't work since it hasn't been told to build city districts for resources that now go in city zones, and hasn't had which buildings it builds updated for their new effects.
Mostly it will just spam the +200 jobs buildings for whichever resource the planet is set to, as well as build Holo-Theaters for amenities (though I usually want Luxury Residences instead now) and Robot Assembly when available. It builds Urban zones on rural planets which while technically correct for putting more resource buildings in isn't necessarily desirable since you probably don't want the clerk jobs, and there isn't a way to disable zone construction. And the two-zone city approach really is going to want a way to tell automation to build for two outputs.
It was fairly trivial to mod the game to make automation build city districts and prefer them over buildings, though, and obviously which buildings it builds won't be in until building effects are actually finalized, so I'm not particularly worried about automation being ready for 4.0 except insofar as it's probably a lower priority.
The one thing that might be an issue is crime automation: It appears to enable/disable one enforcer job a month. This works better than 3.14 already for regular crime fighting because when crime gradually increases/decreases naturally the system causes it to hover in the low single digits of crime with more granular control over enforcer jobs. You do run into problems when you suddenly get a large amount of crime at once, however, and enabling one more enforcer per month isn't fast enough to bring it back down to reasonable levels before you start getting cascading crime events.