I have seen QR + solar collectors in Gold as well. It is tough to make sure you don't get odd combos like that (supply storage has a way of showing up with QRs as well). When I test an AI (assuming that I am not in a hurry), I start with a high tech game and let it run through the various ship size delay periods from the AI_Settings.txt file to make sure that all of the designs make sense. Then I start a low tech game and run it all the way through base ships and starbases to make sure that all of the designs make sense. This usually takes a lot of tweaking, backing up to save positions and letting it run again after tweaking until all of the designs work right. It takes a lot of time to check for everything, and then you can be thrown off a little if the AI happens to find some techs (like sensors or combat support) earlier than expected in ruins.
Of course, if you really want to be thorough, you repeat the above process for low-tech and high-tech games without warp points to check the research and construction files for the not connected state.
I usually don't check medium-tech games with my AIs, so there may be issues that crop up on the ship designs for my AIs in medium tech games, but by the time I've done the low-tech and high-tech games through I am so tired of working with that AI that I let it go and hope the medium-tech start doesn't cause too many problems (in most cases, it shouldn't.)
The really big problem I have is not so much with the quantum reactors, but with designs losing important things like ecm, sensors or solar sails when the AI researches a new level of weapons or switches to a new weapon family that is larger than the previous level or family. All of a sudden the weapons suite takes up too much room and the stuff at the end of the design file gets cut off.
OK, so that turned into a long answer! Short answer, like others said, there is not a lot of control in the AI scripts, so when the tech for QRs becomes available, strange things can happen.