And then there is the game play perspective.
You have your basic resource extraction (energy, minerals, food), semi-finished goods (alloys and consumer goods) and then the end products (ships, research, amenities etc...).
And the "end products" tie in nicely with each other. I do like this new economy system and choices and planning you need to do to balance it out.
Even the fact that so large part of the population works on food doesn't bother me.
But what worries me, is that the basic resources are so similar. I actually do not make a distinction between them. To run my empire, I just make sure I have a healthy surplus on the basics resources as a whole. Whether it is energy, minerals or food doesn't matter. I use the galactic market to balance the things out. The fact that the mechanisms to produce them is the same makes it a bit boring. In the end I decided to concentrate only on food as you get 12 units per worker as opposed to 8 for the other resources. This +50% productivity increase more than offsets even the full 30% transaction fee on the galactic market.
To the OP: Forget energy and minerals and go all-in for food!
And this breaks it even more. Why even build Dyson spheres and matter extractors when Rusty Joe can sell his beetroots and wage wars on fallen empires with an agrarian world?
Food is in a central pool, which is better than when we had to supply food on individual planets... but there's no way to blockade or affect the transmission of food (or other resources) to planets. A blockade mechanic would work well... or piracy should affect food in a resource transferal system.
If you build a moon that suppliers food to an city world that has no food, you should have a risk of the city world starving if that is interrupted.
That's why food feels lacklustre. It has so much more to give.
Food seems an important thing to have in the game (as organics NEED it to survive). People don't want it removed - they want it relevant and a good game mechanic.
It's not arbitrary.
We have amenities, which are not in a central pool, and which will be devastated when the planet gets raided. We didn't have amenities and consumer goods before and that's why we had food that represented pop upkeep and was also in a planet pool, just as it should be. Then we got a bunch of game mechanics that added energy as pop upkeep, and also added devouring swarm while we still had tile system, so devs had to make food as a global variable so you could have food planets, which makes less sense. And now we get amenities which work the same as food used to work, we also get consumer goods which affect living standards. And yet we still have food that just became redundant.
Most strategies require one or two resources for pop upkeep, but if you have to micro a lot of resources for pop upkeep it just becomes more of a city simulator.
Stop yelling please.
Consumer Goods are a lot of things. TVs, cars, clothing, that keyboard that you're typing on... Food is also a consumer good, but it does have a special role - as was already said, it's the only type of consumer good that is really necessary for basic survival and is a core need of literally everybody.
In a galactic empire that produces its foods on some worlds and needs to have it distributed on other worlds, it merits its own resource in my opinion - there's so much that could be done with the resource.
We can expect to be able to produce food locally in 200 years, as it is already possible to build sustainable systems. It is also amusing that you could transport food from one system to another for a few years, but you can't dedicate small parts of planetary building to it's production. And that's what amenities system already represent. If you have a small shortage of amenities - then maybe your pops don't have hot water in their showers, streets are littered. If you have a huge shortage - then you also probably have a deficit of food, which makes pops unhappy. And amenities shortage is local to a planet, and pops happiness scales with amenities, not like a flat empire-wide happiness reduction if you run into food shortage.
You would expect that a country runs out of consumer goods and amenities long before running into food shortage.