Look. The fact that you have not personally seen problems with sectors does not mean that those problems don't exist.
I stand by what I said: you cannot reasonably deny that there are problems with sectors. Too many players have talked about these issues. This entire thread would not need to exist if those issues were not glaring ones. This thread has over 11k views and very few people are trying to defend sectors as good implementations where the only problems are caused by player stupidity. Were it actually only a minority of people seeing problems, you'd see very different behavior. There's not even silent disagreement with complaints through the vote buttons. Either there is a problem with the implementation, or there is a problem with the way the mechanic was presented to the players, or both. Regardless, there is a problem, and it needs some kind of actual solution.
The point of good AI is to emulate a competent player. If the sector AI were at least decently competent, even if it weren't as optimal as all the powergamers want, there would not be this amount of complaints about it. The fact that there is some specific way to play that sectors can perform adequately under doesn't change the fact that there is a problem: if a real player were controlling an individual sector, under all the constraints an empire placed on them, they would still find some way to make progress. They would not freeze and be completely incapable of fixing a starving world. I mean, taxation is applied after sector maintenance, right? There is absolutely no reason the sector AI should care about energy expenditure to satisfy the focus the empire put on them for any maintenance that doesn't put them strictly negative if they have entirely free tiles to build on.
If there are situations the AI cannot perform under comparable to a human, then the AI is bad. Full stop.
So, we have two possibilities: the AI is bad, and needs fixing (or needs the symptoms of the terrible AI to be alleviated - and this thread is full of these types of suggestions). Or, there is one specific way to use sectors and the game does an absolutely atrocious job of informing the player what that way is or how to fix sector problems or what the sector is trying to do. The tooltip that will be added in 1.5 will be useful for this, but that still doesn't change the fact that the game itself has all these options for controlling sectors and yet only one seems to work, with no indication to the player that anything else is a bad idea.