<InternalName> is how you reference the object defined in this code block in other xml files.
<DisplayName> is a string reference - the game looks at the text files, locates this, and then prints whatever string is attached there.
<Description> is another string reference and operates the same way.
<PersonalityTraits> refer to the various AI personality types. Different AI personalities react differently in diplo, and can have different scripted behaviour.
<RaceTraits> go from 1 (highest bonus) to 4 (worst penalty).
<ShipCallsign> is another string ref.
<WarEnduranceInit> is a hidden stat which determines how long an AI will hold out for. Various actions in war increase or decrease war endurance. The higher this number is, the longer the AI will hold out. I don't think there's any upper limit.
<DefaultResistance> is the basic resistance; again there's no hard limit, but keeping it below 1 is a good idea.
<InfluenceTallyInit> is starting inf. This can again be however big as you like, but obviously it will impact your borders so making it too big is just silly.
<StartingColonyPopulation> is the starting population, and yet again there's no real limit - but population will die if there's no food for them.
The things at the bottom (in the AI category Weight scope) are tech weights. They're a weight table. They only have value in relation to each other. Since most of the techs and strategies are based around 25ish (though there's numerous examples of anything upto 100), good range to keep it in is 0-25, unless you want to re-write the whole AI tech selection system (which I've done, and it's very tedious).