Here's a bit of a reference point. I did quick test run, machinist humans. Nothing crazy, slightly modified.
Can you work with zones even in their current form? Yes, you can. Is it fun? Not really, early game you are being tossed from one deficit to another - just because you don't have precise control. 75 years in and I have 6 planets - to have 'comfortable' eco you need dedicated planets for energy, food (minerals from stations mean you don't really need a dedicated mineral planet later on) and every advanced resource - alloy, CGs, unity, research, trade. Trade can be bundled up with energy and food planets, you get less efficiency per pop by missing on designation bonus but can be done if you really are strapped for planets, same with armies to a degree. In total 7 planets, ideally around 9. No real need for more until late-game, but really uncomfortable with <5.
BTW clerks might be back since they give trade and amenities - you need some trade anyway and you need amenities. Maybe running 2 trade buildings per planet instead of amenity-producing ones might be more efficient. Currently there are practically no upgradable buildings with few exceptions, so you can't have upgraded holo-theater for improved amenity generation and I have no idea whether we would get upgrades back or no. But that's minutia, search for more efficient strategies is a thing, but only after the system is in place.
Again, is this system working? For the most part, when you zoom out enough and have ability to do so. (Sidenote - housing is now made completely redundant, see how much free housing I have per planet in relation to free job slots). Is this system fun and engaging? Pretty much the same as it was in previous system minus the ability to fine-tune it early on. Now you pretty much have to rely on auto-resettling, meaning you would be in for a very 'fun' time trying to balance the economy with different species across different planets. Say you need to have more CGs to fix the deficit, you level up your main factory world but then you find out you have 2k civilians sitting on their asses because they don't want to move to this planet due to low habitability. I don't even know you would be balancing thins in this scenario.
Dunno how representative my way of playing is. Maybe I'm a weirdo and everybody else plays in a vastly different manner, but them again there isn't that much variety in the first 100 years.
This is my capital after 25 years (I deleted screens for the other planets, but one few city levels with research zone and the second had just mining

This is 50 years into the game. Only have 4 planets and no ability to place second zone.
Moved mining from capital, added trade zone to fix trade deficit.
Pure tech world (not even that big of a planet)
Future CG world, for now industrial zone since I lack planets to separate them
Pure mining world
Moved mining from capital, added trade zone to fix trade deficit.

Pure tech world (not even that big of a planet)

Future CG world, for now industrial zone since I lack planets to separate them

Pure mining world

Now have 6 planets and also got ability to place second zone.
Can remove industrial zone from the capital
Tech world
Pure factory world. Note the amount of job slots - I added the second factory zone since I needed to expand CG production and now I have 1k additional jobs that I currently don't need
Mining world is the same, not being developed
Rural world - food and energy combined, not yet finished (would have 2 urban zones filled with food and energy prod buildings). For now don't have dedicated food and energy world yet - would have after some more habitability tech/traditions
Separate forge world, colony stage for now
Can remove industrial zone from the capital

Tech world

Pure factory world. Note the amount of job slots - I added the second factory zone since I needed to expand CG production and now I have 1k additional jobs that I currently don't need

Mining world is the same, not being developed

Rural world - food and energy combined, not yet finished (would have 2 urban zones filled with food and energy prod buildings). For now don't have dedicated food and energy world yet - would have after some more habitability tech/traditions

Separate forge world, colony stage for now

Can you work with zones even in their current form? Yes, you can. Is it fun? Not really, early game you are being tossed from one deficit to another - just because you don't have precise control. 75 years in and I have 6 planets - to have 'comfortable' eco you need dedicated planets for energy, food (minerals from stations mean you don't really need a dedicated mineral planet later on) and every advanced resource - alloy, CGs, unity, research, trade. Trade can be bundled up with energy and food planets, you get less efficiency per pop by missing on designation bonus but can be done if you really are strapped for planets, same with armies to a degree. In total 7 planets, ideally around 9. No real need for more until late-game, but really uncomfortable with <5.
BTW clerks might be back since they give trade and amenities - you need some trade anyway and you need amenities. Maybe running 2 trade buildings per planet instead of amenity-producing ones might be more efficient. Currently there are practically no upgradable buildings with few exceptions, so you can't have upgraded holo-theater for improved amenity generation and I have no idea whether we would get upgrades back or no. But that's minutia, search for more efficient strategies is a thing, but only after the system is in place.
Again, is this system working? For the most part, when you zoom out enough and have ability to do so. (Sidenote - housing is now made completely redundant, see how much free housing I have per planet in relation to free job slots). Is this system fun and engaging? Pretty much the same as it was in previous system minus the ability to fine-tune it early on. Now you pretty much have to rely on auto-resettling, meaning you would be in for a very 'fun' time trying to balance the economy with different species across different planets. Say you need to have more CGs to fix the deficit, you level up your main factory world but then you find out you have 2k civilians sitting on their asses because they don't want to move to this planet due to low habitability. I don't even know you would be balancing thins in this scenario.
Dunno how representative my way of playing is. Maybe I'm a weirdo and everybody else plays in a vastly different manner, but them again there isn't that much variety in the first 100 years.
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