If you're talking 10/10 some adjustment was made to the brutality of the waves, particularly due to early-game resource consumption vs. build times.
For starters, yeah, each AI would send a double wave of ships. They'd also pace it so the first waves came simultaneously. I convinced Keith to change this for a few reasons.
1) I requested the opening salvos not double wave, simply due to time of construction of a MK I fleet was roughly dead even with the wave arrivals. You literally couldn't build out your defenses without having a specific metal/crystal combination, Harvesters out the wazoo, and even then you'd have to do your build in a specific order. Then it was a dice roll for defenses. Keith just removed double waving altogether and worked towards balancing the higher AIP gain waves.
2) Because later waves did not particularly time themselves to exact simultaneous deployment, as Keith said the original openers were falsely advertising. With them getting gapped it seemed more like later waves where things would come in close enough to be problematic but spread out enough that they were two separate waves.
Those particular changes were done to allow the 'First 10 minutes' of 10/10 to not be the deciding factor of if you could play the next 5 hours of a 10/10 game, as passing that critical moment, which was completely time based, was everything.
As for the rest... I've seen many times where the AI ends up spacing waves at 1 minute apart in some recent games, I even asked Keith to inspect it in one of my AARs where it seemed unreasonably often. They still happen. Just depends on the luck of the timers.