Setting up a working AI "IS" probably one of most annoying things to get working the way you want them too.
Things to keep in mind....
One AI per comp, as far as like terran expansion insane, and so on. The run suicide missions doesn't count as a second AI, use it in conjunction, you never know.
NEVER end an AI trigger with "Preserve Trigger", this is sometimes like restarting the script from the beginning with overlaying scripts, every 2 seconds, usually won't work.
One trick that I have used, that sometime (Sometimes) gives the comp a jumpstart.
If your map has player space for an extra comp, place it in settings so that the main comp, and this second extra comp are enemies.
Place a building for the main comp in an obscure area of the map, and place a marine from the extra comp next to it.
Set up a trigger so that when the main comps building at that location has been killed, remove that marine at that location. Forget the extra comp for the rest of the game, it has done it's part, hopefully.
Sometimes this will give the main comp reason to fight back, by forcing it to build up something for it's own defences. But then again, triggers fail, comps fizzle, and maps just don't do what you want.
Personally, if I'm building an RPG, I don't use a comp that depends on an AI setting, going through the research tree. Too unpredictable for the intended outcome. I'd rather set up the triggers to create things based on what the players do.
Good luck, try again, and ask questions, but next time, you may want to post this in the Use Maps Settings forum, less chance of getting flamed for posting in the wrong place.