That's true --- but then it's hardly a no-brainer it was posited to be, since building slot usage isn't the only thing one might want to optimize.
Of course, we should consider Foundry and Industrial Arcologies. These are just basically giant factories that produce 2.5 of their respective product in return for requiring the same amount of minerals as 2.5 of their respective base building and 5 energy upkeep.
2.5 base building energy upkeep is 10 energy. Now, granted, you will never have 2.5 of a building. We outright see a immediate advantage to the Foundry and Industrial Arcologies: They are always more energy efficient. T2 foundries and factories cost 5 energy, a building slot, and a rare resource for half the jobs. T3 is 6 energy, 2 of the rare resource, and a building slot for just 8 jobs.
Without considering getting the rare resource, the building has
already lost at all levels in competing for efficiency. Slap an extra 10 minerals and 3 energy for synthesizing the resources or 1 energy for the harvesting.
However....there is actually an element we must also include in comparing the 2: Housing. Assuming all techs increasing housing have been obtained, In order to house 2.5 factory workers requires either 2 city districts or 5 rural districts, unless you are agarian ideal. Agarian Ideal will need 3 mining or generator districts 2 city districts or 2 farming districts. City Districts require 2 energy each, while rural districts need 1. We are not considering the housing of the attached jobs, yields of the jobs, the extra pops needed to get the slots, or any housing requirement reductions.
All non-Residential Acrology Districts have 10 housing, and as stated need 5 energy upkeep. This shows us that Foundry and Industrial Arcologies also use less districts to do the same work as the factories as they can house and employ those pops. That said, you are still going to have the 5 rural districts as It is still going to be drinking down 60 minerals, 5 energy, and 10 food a month. But then again...the only people using rural districts to house specialists are going to be Agrarian Idealists due to their 3 housing base for rural and 4 housing on farming districts. Agrarian Ideal is also unable to build their own Ecumenopolis worlds and so has to make do with the buildings.
As for making them, In order to go to T3 foundries and factories, it requires 1800 minerals, 150 of their respective rare resource, and 1440 days to make. All Arcology districts require 900 minerals and 600 days to make. Not only do they do the job more efficiently, they are outright just cheaper to make.
TD;LR: There is a choice until Ecumonoplis are built, after which it is best to phase out the buildings for foundry and industrial acrologies, unless you live in the shire. In which case Mister Frodo, you now have the extra choices of if to use rural districts or city districts as the means to house the pops while choosing to upgrade or not.