So here is the number crunching. I simply divided encounter XP at each level and risk threshold into adventuring day XP. At the bottom are means, modes and medians. And the correlation of medium to hard encounters, which is significant and tight meaning that they are good predictors of each other (from a game design point of view, it suggests that the table is coherent).
Level Easy Medium Hard Deadly
1 12.0 6.0 4.0 3.0
2 12.0 6.0 4.0 3.0
3 16.0 8.0 5.3 3.0
4 13.6 6.8 4.5 3.4
5 14.0 7.0 4.7 3.2
6 13.3 6.7 4.4 2.9
7 14.3 6.7 4.5 2.9
8 13.3 6.7 4.3 2.9
9 13.6 6.8 4.7 3.1
10 15.0 7.5 4.7 3.2
11 13.1 6.6 4.4 2.9
12 11.5 5.8 3.8 2.6
13 12.3 6.1 4.0 2.6
14 12.0 6.0 3.9 2.6
15 12.9 6.4 4.2 2.8
16 12.5 6.3 4.2 2.8
17 12.5 6.4 4.2 2.8
18 12.9 6.4 4.3 2.8
19 12.5 6.1 4.1 2.8
20 14.3 7.0 4.7 3.1
mean 13.2 6.6 4.4 2.9
mode 12.0 6.0 4.0 3.0
median 13.0 6.5 4.3 2.9
correll 0.97091184
The real number of encounters per day using the adventuring day XP budgets is 4.4 to 6.6 i.e. about one and a half encounters fewer than advertised. I suspect this is a root cause of comments that 5e has an "easy" difficulty setting. For mass-market games it usually is correct to dial down the difficulty. Although ideally there should be a way supplied to dial it back up again. The problem might not lie in the adventuring day XP of course: it could lie in the monster CRs i.e. the XP may be paying for too few monsters. That could matter because if it is the case, increasing the XP serves to accelerate character advancement without appropriately increasing the risk.
What I'd like to do is figure out a simple method to provide a "hard" difficulty setting for 5e. We need to know if monster CRs need tweaking, which I think we can tell from the XP Thresholds table perhaps using Kobold Fight Club? Ideally, they won't, in which case all we'll need to do is up the Adventuring Day XP... perhaps by a quarter?