Correct. This rebalance fails to achieve its goals because it either does not understand or does not want to address the deeper reasons for the snowballing problem.
Stellaris is a math-based game and its math
always favors the snowballing (the wide playstyle). Read more about it
here. No amount of number-juggling, penalties or bonuses will ever change that. No matter how many artificial obstacles you put in front of the wide in Stellaris, math will always catch up and the wide will always win.
The only way to address and do something about the wide/tall disparity is to introduce some sort of non-linear (not overtly mathematical) gameplay. Some problems for the wide that would be hard to beat by throwing more resources at it.
I would suspect introducing some kind of non-linear gameplay probably isn't possible, at least in an elegant way that interlocks with the game as it currently is. It's probably something they should consider once Stellaris 2 starts becoming more than an abstract topic of discussion but we are far from that at the moment.
Leaving aside the nuances of the current feedback for the moment, I believe it wise to reflect upon the purpose of the rework.
It is to make unity viable as a resource, which it does, and to hobble (but not destroy) the tech rush playstyle through the introduction of rubber band mechanics.
The feedback is currently suggesting that the impact of sprawl on technology just isn't strong enough right now, that it needs to be considerably more pronounced in order for Paradox to achieve it's design goal. Are the developers worried that the more the increase the penalty, the more the people who don't like this change as it inhibits wide play will get upset? That is possible I suppose, and they maybe erring on the side of caution, but I can't help but feel that IF they are going with this philosophy it would be more advisable to commit to it, to tune the numbers so that it bears the philosophy out and see if it leads to a healthier game at the end of it. A half hearted implementation that does not fulfil these goals will degrade the experience and leave nobody happy, that is not an outcome worth the effort.
Stronger penalties for sprawl on technology and a reduction on unity costs for leaders, traditions and edicts would be an iteration I would argue is well worth testing and I would hope there is a beta update that applies such changes so we can see how it works out.
As the game is set up, wide will always trump tall. That is never going to change, it's simply an expression of the game's most basic design. However, if these changes are implemented AND TUNED correctly, the disparity between wide and tall should be significantly narrowed and the each playthrough will offer us a meaningful choice of how we wish to proceed, rather than being funneled into the one meta for optimal play.