I hope that there will be changes which would stimulate the use of specialists more.
This is the second game in a row in the wider franchise with 'specialists' of such kind, they've been made this dull already in 'Beyond Earth', so I don't know if there is much space for hope. Either devs are in some protracted consideration period what to do with them, or they simply decided that this was good enough and then forgot all about them which would be sad.
As
@Josephias suggested, moving 1 gpp from buildings to specialists would do it.
And I particularly like your suggestion of nerfing tile yields, production first of all. As it is now, unqualified manual labour rules through the ages, just dig hills, chop trees and build high-tech Mars rocket parts just from planks and dirt. Factory? Who's she?
Aspects of industrialization, population concentration in cities are completely absent and even reverse - cities are fastest growing in the beginning and then just stagnate. Busy building neighbourhoods anybody? They're hardly ever necessary, except, perhaps, for the 'build over farms for gold' exploit.
Having specialists slotted in should bring major science, production, culture and gold generation buffs, without people those buildings are just piles of nicely put together bricks.
Also, maybe a cog shouldn't be added to the mines on mere discovery of Apprenticeship. Having a workshop should. The discovery itself is mere unlocking of the potential, but it requires further active effort to be utilised. The same with Industrialization and factories. Then +1gpp would only come with a specialist inside. And when you find yourself in need of specialists, suddenly the idea of completing that neighbourhood may seem less silly. For some alternative ways there may be cards added, sort of "Patron of Arts", "Patron of Crafts", "Patron of Sciences", etc. or some combinations thereof - respective specialists do not consume food, or alternatively, buff their gpp yields through blue cards.