One day I hope to AI reinforcements will become proportional to the shipcaps. (that is, one shipcap 2 unit considered to have the same value as fifty shipcap 100 units for purposes of 'choosing' reinforcements.) I dont see any other way off balancing it, and it certainly isnt balanced at the moment (AIs with large, low shipcap unlocks are much dangerous than AIs with tiny, large shipcap unlocks.)
Well, they already do multiply the actual reinforcement quantity by the shipcap, in basically the same way that waves do. Reinforcements are also limited by per-planet and per-guard-post AI-only shipcaps, though only the particularly huge fleet ships have those caps.
So what are you looking for and not finding?
One thing that is important to note is that these ratios are reflected in AI ship counts
on average. Because it is valid for the AI to consistently choose (or at least focus on) one ship type to use for reinforcement, it is entirely valid (and indeed likely) for these ratios for total ship counts on a planet to not hold in the short term.
It is perfectly legal for an AI to choose to reinforce a guard post with, say, Z bombardment ships 5 times in a row. Thus, that planet will probably have more Z bombardment ships than other ship types (in the short term at least). The ratio only affects how many of each ship type they get per reinforcement cycle, it does
not serve as a goal that the AI tries to reach (though, as noted, on average it does reach it). So, even though it is legal for the AI to choose (in this example) Z bombardment ships 5 times in a row, the ship cap rules make it such that they will only have .25 as many ships as they would of had if they chose standard fighters 5 times in a row. (This is assuming that Z bombardment ships have a .25x ship cap ratio. If I am wrong, substitute .25 with the proper ratio.)