I made and published a mod that changes the basic workers to produce 5 of their respective resources and did a quick game with my relatively tall focused start (although I spammed out 2-3 colonies pretty early).
5 food districts didn't mean I was swimming in it until my agricolony was advanced, but I was still able to play with encourage growth (permanent -8.3 from a mod) and nutritional plentitude without issue. I was still lacking on energy without a generator colony up and running yet, but I was able to subsidize it, and my lacking food industry, through selling minerals and consumer goods (from a second artisan building at 30 capital pops).
Over all it did smooth over some of the early game issues, if only because my generator worlds began being productive quicker, minerals were slightly higher, and while I couldn't maximize growth and food expenditure as hard as I was for much longer, it felt pretty right.
I don't know if it'll work the same for machine empires, but I think it'll at least bring the two to being equivalent, with machines being a bit more efficient because they don't require consumer goods (but also don't produce trade value, so that feels like a wash).