Around one and a half year ago, focusing growth was a valiable strategy to overcome the plenty bonuses of the AI, if the human wanted a relative peaceful game. While sacrificing the lead and yields in midgame, having much more population in the lategame gave a lot of advantages. I dont want to discuss if it was really too strong, maybe, but a lot of changes were made afterwards, which makes a game with a focus on growth kinda....... well yeah, you get blamed as noob everytime if you say you like to grow your cities. (Maybe because everyone thinks your working 20 farm tiles on grasland and nothing else....

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At the moment, playing growth oriented is hard to play. Still trying to do so is a difficult task and often not really rewarding.
Discussing this in an already finished game may be meaningless, because your running against windmills. But this is a living and changing mod and we should think about balancing different playstyles. Per definition, theres only one optimal way to play/win the game. But in a greatly balanced game, different ways to play lead to a similar good result. I see no reason why a growth oriented playstyle should be hard to play or not rewarding in the end. In general, and not only based on the values by this version. A focus on growth punishes you at the moment you focus on it, cause your food output comes from the sacrifice of other yields, like science and culture. This decreases your ability to do better in other areas but you do it to get an advantage in later stages of the game. Absolutly logic and nothing wrong with it. In second place, based on the yield per citizen connection to happiness, your unhappiness rise, cause every additional citizen cant work as efficient as the previous citizen. This effect alone is a strong factor which increase your unhappiness by more population cause we have a yield per pop based happiness system. Its ok.
But something I cant understand is the population modifier to the needs of the population, which is a third punishment for additional citizen. I can understand you want a realistic behavior of population and infrastructure management. But this is already represented by the yield per pop mechanic, why an additional exponential modifier?
I think we can make a great step forward, if we are able to balance point one and two of the punishments. If we are able to do so, we dont need any population modifier anymore and also such strange, artificial "save-the-median" mechanics.
At the moment, new players are running again and again in the trap of growing and self destruction by unhappiness. Instead we should try to create a corridor, which balances the invested and gained yields better. If I invest too much in growth, I fall back too much in midgame and will have a hard time to face technological and cultural superior enemies, but may be rewarded with a very strong lategame. If I invest not enough, I may be strong in midgame, but fall back in lategame due to taller nations. If the new player see, hes lacking population, science or culture in one part of the game or another, he may adopt his strategy and get closer to the optimal play. But now, he plays the game typical to industrial age, his unhappiness falls like a stone and then give up to happiness. And nothing was learned.