I had higher hopes than most updates this time, but it feels like we're still far from seeing the major toll mechanics vs performance has taken on this game get resolved.
The honest truth is it's not pop growth that causes performance issues. Before the 2.0 (or 2.1, I forget) economic rework, insanely enormous sized galaxies existed and ran smooth with vastly more pops than numbers that would break current Stellaris.
I may just be a modder, but from my testing, the real root of the problem is jobs and ethics.
One of the major speedups was coding shortcuts that reduced how frequently the game checks to see if pops have the jobs they should and if they need to change jobs. It apparently does this rather frequently to all pops. Imagine if you were the computer, manually going to every pop and comparing it to every job on the planet, seeing if it needs to change jobs.
I'm beginning to think that what is truly in order is a hard revisit to resource production and handling of pops.
For example: remove jobs as a concept. Buildings and districts directly increase planetary output while also increasing something called "labor demand". If the "Labor Demand" is higher than the number of pops on the planet, reduce all planetary output and upkeep proportional to the missing pops (e.g. if there was a labor demand of 10 and only 5 pops, reduce all job output by 50%). You could also break it down by stratum, so slaves could completely fullfill worker tier demand, but leave specialist and ruler demands unfullfilled.
Some extreme concepts like that could, in theory, reduce or remove the consequence for having lots of pops. Which would, you now, actually address the problem rather than band-aid the solution.
EDIT: Oh another thing, the developers have explicitly stated they don't like the idea of targeted purges because people would use it on pops with the wrong ethics. So they keep trying to patch loopholes that allow you to target pops of an unwanted faction rather than just doing the actual solution: detach ethics from INDIVIDUAL pops and make it a more empire-wide thing.
Endless Space 2 does something similar. Pops don't have individual ethics; the star system they live in has an "ethic preference" which you can change by building or doing things that encourage an ethic you want. Now before someone mentions that pops in Stellaris can have inherent traits that give them and only them an attraction to a particular ethic, such as Strong increasing Militarist attraction, ES2 has a very similar concept! Their solution is to average between different species. If a system has, say, 50% population that has 100% attraction to militarist, and 50% that has 200% attraction, then the total militarist attraction is halfway at 150% ethic preference.