But the problem is not just the Pop-growth itself. It's how the pop growth penalties make your Empire full of useless jobs
The player wants his planets filled with pops working on all jobs. They don't want to feel bad for working on Clerk jobs or other bad jobs. So please, if you guys want to cut Pops, cut the amount of jobs too and rebalance the economy.
EDIT: just to make sure people understand: i'm talking about LITERALLY USELESS JOBS, because there will never be enough pops to work them. A Ring World will be full of useless jobs because you will NEVER grow enough pops to work all of them.
Open jobs are NOT an issue, you mean clerk jobs created by housing I think.
Your suggestions would destroy commerce basec play styles.
In 2.6-2.8 trade were OP, Megacorps could dominate by power of money ridiculously easily, because they generated cgs without minerals and unity without specialists, neither needing building slots. That meant alloys could be bought and forged, to build fleets/megastructures rapidly.
The clerk jobs are not useless, they provide labour flexibility, prior to 3.0 they attracted pops to unlock slots. The frustration in game with pop growth is caused by labour shortage, planets make specialists but there's no one to mine/farm/tech.
If you allow housing to create a labour pool, you can have the best researcher or entertainer selected. You shouldn't pre-build forge/industry you don't need due to upkeep and reducing capacity.
Production by specialists and basic/strategic resources is one way to measure economic power, but you ignore the diplo benefits of trade, which avoids costly wars and boosts the economy co-operatively. Most min-maxers analysis is flawed as it ignores these secondary effects.
By not filling them and restricting them to some balanced level, you create the conditions for auto resettlement to work for you, filling colonies with migrants.
I think despite clerk jobs taking a lower proportion of economies, trade/diplo/soft power still works, perhaps 10 clerks need to spawn a merchant to help trade, as if they were in commercial megaplexes. Perhaps that ought to be a mid game building, working as a multiplier for clerks (like energy grud/nexus).