To be fair, I think Valk mentioned these were your changes. Having Great People whose sole purpose is to offset the malus from the new system is not "worth" having to cope with the new system. Once you've placed those Physicians, in the long view yes, you've accomplished slower city growth but you've also severely hampered expansion (maybe you wanted to) and forced every civ to cripple their GP generation, having had to use the first few spawns on Physicians which, ironically, pollute the future GPP pool in favor of... more Physicians. I see two potential fixes: one, reduce the food upkeep of Healers (and maybe all specialists) by some fixed amount. Unless it's late-game it seems silly to be running more than say 1 specialist / 5 pop. Of course once you make it to late-game this might be unbalancing the other way. Two, unless you make them appealing in some other way, consider making Great Physicians generate no GPP at all. Make top-tier health buildings (like Infirmary) give a buff to GPP generation to offset the fact that having to generate more GPs than you normally would in early game is going to impact the late-game hugely, due to the drastically non-linear increase in points needed. Especially with the dependence of the Guild and Master Craftsmen systems on having Great Engineers, this is going to impact end game play a lot more than just by restricting city numbers and sizes.