Habitat-only definitely feels anemic now. Limited / mixed raw resource districts early-game and then no orbital ring / ringworld base output boosters lategame. Maybe 4.0 will save us, with raw resource districts based on deposit size? (or maybe we will discover that this actually makes the energy problems worse, because a typical energy deposit might only give us two reactor districts instead of three...).
Hopefully habitats are done enough for a long enough period of the beta that we can actually give some feedback. I'm kinda worried that the removal of base pop growth will hurt void dwellers even more; massively parallel pop growth is like the one thing we have going for us, but it largely relies on base growth, because small planetary capacity plus small populations = no bonus growth.
The alloy upkeep on orbitals has been brutal in the early-game. Half a district slot for 1 alloy/month? Nah, I'll just build another whole habitat for 5 alloys/mo upkeep, if I have the space for it, and get another source of pop growth in the bargain. And the habitat central command upkeep is reduced by Prosperity and Expansion, while orbital upkeep isn't. So I still spam habitats like I used to (and it's arguably better now, since I get 10 districts with Expansion and Prosperity instead of 4 and then having to upgrade); I just need more systems to do it. So the new system encourages me to play a lot more aggressively for space for habitats, even outside of the need for generator districts. The arcane replicator feature on the capital also supports an alloy rush. And then you start in Militarized Economy and if you try to switch to afford CGs for science, the alloy upkeep gets you. So you're already at a big disadvantage for unity or science rush, so what else are you gonna do?
(And then in the mid/late game, I don't build orbitals because I have too many habitats to be arsed giving construction ships orders to build around particular moons. At least that problem is going away, probably. Hopefully that "fix" doesn't mean that I get hit with uncontrollable alloy upkeep for orbitals that I didn't choose to build)
I'm also still grumpy that upgraded habitat capitals don't give crime suppression jobs. If we can build habitats up towards 20 districts and 70+ pops now, why the heck can't we get some decent capitals? Having to spend an extra building slot (and half an alloy per month for the minor orbital to support it) to suppress crime is yet another source of inefficiency.
Wouldn't mind some mixed-use designations kinda similar to Rural World either, since a lot of the time I'm doing three energy districts plus some other stuff. Leisure Station used to be a nice all-rounder due to the happiness or stability boost or whatever but that's gone now.
I think it's an interesting question whether void dwellers needing to play more aggressively and pure-habitat not being viable was an intentional choice, or an unintended consequence of other changes. Looking back at some of the dev diaries for the habitat changes, it seems like they had grander ambitions for the potential functions of orbitals and then... didn't quite get there.
At this point I wouldn't mind if they locked habitat availability to only Void Dwellers / Voidborne and then balanced them around that level of investment, if that meant we could have nice things and it would appease the haters by greatly limiting AI habitat-spam. When I'm not playing Void Dwellers, I pretty much never want to be bothered building habitats.