The problem with that argument is what makes those 'special' worlds special now if they don't get special districts?
I would argue if there needed to be a full fledge rethink on planetary resources, it would've gone much more like you, give us more district types, make building amplifiers (which sounds like the core of what they did with this new system). The primary problem late game I think is A: populations and their individual calculations, and B: ships, ships and their individual animation and calculations unquestionably burn up resources to the point they can crash the game to desktop, especially if you're in a weird system that adds to resource draw.
What is going to make those special-world's special with the current rework? ... apart from them not having gotten the rework yet.. the answer is nothing.
realistically you have the same effect with the rework as if you had with an expansion of the old system. a special world with temple-districts or an ecu isn't special anymore because you can now have the corrosponding district's on every planet.. the only difference for worlds like ecunopolis and ring worlds in comparison is their size but no longer their special districts.
the district/zone-rework doesn't even adress the listed late-gameproblems. Of course its easy to think that, due to pop's being an intrinsic part of the economy that the pop-rework and the planetary-rework can not be dissociated from each other... but i and some other believe that this is a red herring and the planetary and pop-rework can be seperate from each other and the fleet-part isn't adressed.
As an example.. if we look at the change they did for reasearch-districts and buildings in todays beta-update... well.. this idea and implementation isn't even new.. before the planetary-designation a foundry/cs-factory actually shiftes the production of an industrial-district in either direction so even the building-changes would have been possible with the old system.
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