I've got several solutions:
1) Get rid of it. It's tacked on and serves no other function. Minerals converting to alloys is a great level of depth and complexity because each have their own use outside of the conversion. Consumer Goods has the additional headache of being an upkeep, which in the new version of the game is a headache as Paradox seems to have gone wild with arbitrary empire growth limiters (housing!, amenities!, cohesion!, admin cap!, crime!, upkeep for tier 2 in exotics!, upkeep for pop with CG!). Yes, the game is technically more 'complex,' but it's tediously complex. A big civilization has a lot of upkeep? Okay fine. Does anyone really enjoy checking out sixteen different resources every month to make sure I'm not going out of my limits? Personally I can't stand it.
Before playing Stellaris, I was playing a game called Distant Worlds: Universe on full manual control - and managing fourty different resources (fourty one if you count the currency) in pausable real-time. Sixteen is nothing.
But that aside, getting rid of consumer goods would be a nerf to Gestalt empires since (as someone else mentioned above) one of their advantages is that they don't have to bother with them.
2) Find more uses for Consumer Goods. Why are energy credits traded on the market? Why not consumer goods? Currencies may or may not differ between civilizations and empires, but surely two civilizations trading in consumer goods for primary resources is a basic economic principle. If consumer goods were the standard currency of the market place to be used to invest in other resources, it wouldn't seem too weird and would make an excellent reason to stock up on consumer goods and give them a wide variety in usage.
That would kick the Gestalt empires out of the market entirely, which would be an even *bigger* nerf than the one above.
And you *can* already sell your excess consumer goods on the market, so they are technically traded there.
3) Link Consumer Goods to potential growth. This is an entirely new idea I've had to solve the issue of "Why stockpile food and consumer goods to begin with?" Paradox took a step in the right direction with the new planetary edict that increases growth by spending food, but I feel like the larger your stockpile of food and consumer goods, the greater your population growth should be.
Er... why?
Stockpiles don't spur growth; they're there to be a buffer against future deficits or expenditures, or as investments to be sold when the price is right. *Spending* those stockpiles on decisions, like (in the case of consumer goods) Distributing Luxury Items to boost amenities and immigration pull is a way to spur growth, but just sitting on them shouldn't do anything.
I do have an issue where I spend 85% of my game-play time cycling through populations and re-arranging them to get mild increases in all my yields, rather than being able to max out a planet's population in 2.1.4, re-arrange it once, and then have a fully optimized planet for the rest of the game.
I dropped away from Stellaris after 2.0 because it got boring. That was part of why it got boring. The current system gives me things to be doing between the pewpew stages, which keeps me from getting bored.