Most players are complaining about the current growth mechanics and how it favors the minority species of a planet. That a single immigrant given time would most likely populate half the planet. Sadly paradox isnt listening to the players in this regard.
They haven't fixed it yet; I imagine their priorities run something like: bugs > exploits > performance > AI > mechanical changes. I think once the game gets to a semblance of stability we'll see some key fixes to stuff like this.
Though I'll admit that I don't read all the dev responses.
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As to pop growth siliness in general, as well as performance, this would be my fix:
You get rid of the current job weight mechanic. It just leads to an incredible amount of shuffling about of pops between the same jobs.
Instead, create a master matrix of Pop traits to jobs. 'x trait makes you .4 better at y job'. This is very easy to do in an objective manner. Communal makes you a little better at every job. Strong makes you a better worker. Intelligent makes you a better researcher. Every pop race then can have values calculated for it's attraction to each job.
When a planet starts production of a new pop, it looks at all the pops it can grow, and picks one based off of the jobs already on that planet and the habitability of that planet.
Since a city planet or habitat or Gaia world has 100% habitability, and differences between most jobs are small, many worlds will still be very cosmopolitan. But the science world is a world of intelligent species, thank you very much.
When a new job is opened, it's filled by whatever pop has the highest aptitude for it, but only if that pop is eligible, is of equal or lower strata, and it's aptitude for it's new job is higher than it's old one.
When a new pop enters the work force either because its place of employment was demolished or because it's a new pop, it takes the highest strata job available.
This means that a newly unemployed/created pop is generally going to have very low-strata options. But since specialist and ruler jobs are constantly being created, pops will be able to bubble up through the ranks if they're high aptitude.(Ruler job is filled by specialist, specialist is filled by other specialist, specialist is filled by worker.)
Finally, if jobs are eliminated, the least apt pops with that job are released into the workforce first.
All in all this leads to much more natural-looking, aesthetically pleasing worlds. A refugee with 30% habitability won't inexplicably take over a planet.
But the other benefit is that it relies on event based calculations. When a planet produces a pop, it assigns a job, then calculates the growth weight of all pops that can grow there. When a building is demolished, a dozen pops recalculate their position.
What they don't have to do is pointlessly reshuffle all the pops in the galaxy every tic.
Obviously this is just my 5 cents, but I think this would fix most of my problems with the game, from a design and performance perspective. (Balance and bugs are another matter)