Part 2 changes needs of pops not what they buy. They would change needs from 1.5 to 1. They would buy 1 and have 100% fulfilled.
Substitution effect would be interesting. But I think it would be too big change to make it into vanila now.
The point I was trying to make is that since they only demand 1 unit now because it is too expensive for 1.5, that should be partly unfulfilled needs. What you described models the demand for the goods, not what the POPs would ideally want to have.
Otherwise it doesn't make much sense. Equating demand to need would put us in a situation where by raising the price of everything you can make your POPs happier, since their demands for everything falls, and so needs of everything falls too, thus getting 100% needs fulfilled despite not consuming any more than before.
I agree that substitution effect is getting more complicated than necessary (esp for a game). However I can't see part 2 of your proposals working properly under vanilla mechanics. This kinda stuff is probably why the devs didn't implement any sort of complex economical model