In general, you seem to think that "elegance" means "simplicity", and I don't think that that is the kind of elegance that Stellaris should have.
With "elegance" i am referring to the depth to complexity ratio. Depth being the meaningful decisions the player can make and complexity being the systems and work the player needs to manage.
In case you are not familiar with the "depth vs complexity" subject here is a video explaining it:
So assuming you are either familiar with the subject or have watched the video, let me present an example of redundant/meaningless complexity.
In 2.2 each planet has 3 stats the player needs to manage which provide either a bonus or penalty depending on whether you have a surplus or a deficit of them:
Stat A: Surplus has no effect. Deficit reduces happiness/stability and generates emigration push.
Stat B: Surplus generates immigration pull. Deficit reduces happiness/stability and generates emigration push.
Stat C: Surplus generates happiness/stability and indirectly generates immigration pull. Deficit reduces happiness/stability and indirectly generated emigration push.
Right away it is clear that avoiding a deficit in any one of them is important as there is nothing to gain from it. No meaningful decision to be made.
In order for a planet to maintain optimal productivity it needs stat A and B to match each other in 1-to-1 ratio, with a surplus in one causing a deficit in the other. Due to this 1-to-1 ratio, if one has a deficit the other will likely as well. No meaningful decision to be made.
Stat C however does offer a meaningful decision since: keeping it as close to net 0 will increase production volume since less resources are allocated to it. However creating a large surplus of stat C increases production efficiency, decreasing the resource consumption per product. The player is given a meaningful choice between production volume and efficiency.
Additionally a surplus in stat C creates indirectly creates a larger immigration pull than a surplus of B does. In fact a surplus in stat B is the least effective method of generating immigration pull.
Conclusion: Because the stat A & B are so inseparably linked, near identical deficit effects as well as a lack of meaningful choices to be made, they might as well be the same thing.
By merging the bonus and penalty of stat B into stat A, stat B can be removed without losing any "depth" and reducing the work that needs to be done by the player.
Lets address the elephant in the room. The reason i refrained from using the names and instead went with stat A, B and C is because of human psychology. Simply giving an integer a name can alter a person's perception of it.
For those still wandering what on earth stat A, B and C are: they are employment, housing and amenities.
Yes, i am indeed suggesting the removal of housing.
Q: What about city districts?
A: They unlock building slots, no more X number of pops to unlock the next slot.
Q: What about livestock and servant? Only housing limited their use!
A: Another mechanism to limit their use can be implemented. Examples: X number of servant jobs per X number of pops (perhaps limited to # of ruler pops). +1 livestock job per farming district or hydroponics. I am sure you are smart enough to think of solutions of your own.
Well, countdown till ad hominem, strawmanning and this community's equivalent of "git gud".