You don't mention what policies you took (aside from no Freedom), your pantheon, what your growth looks like when you do work those specialists while working only 4 tiles... you leave a lot of important, relevant details out. What you did mention was the two followers you took, which are the two most helpful for growth. I should hope you had less food problems in your game with those two follower beliefs, that's the whole point of taking them.
It's like complaining about a high gold income after you take Industry; gold/production is the main point of the tree. If you still have serious gold issues after filling out industry you've either done something horribly wrong or the tree is failing.
If you play a game with a civ that lacks inherent growth potential (no China, Carthage), avoid high food pantheons/beliefs, forego Tradition, Fealty, Rationalism, and Freedom (I believe those are the highest food/growth policies, though Progress isn't too shabby), and still find growth to be too much then you may indeed have a case worth making. You may also simply be partial to less growth than the community and developers at large, in which case that's what mod-mods are for.
For reference, there's an active thread in one of the sub-forums (general balance maybe?) where the argument that growth in late game is too low has been advanced and found support.
Progress, statecraft, industry. For me, standard germany pick.
After that, i picked autocraty and now, after nothing with worth is left, i started imperialismn.
Pantheon is fertility, religion goes ascetismn, mandirs and I think Tither (the one that give yields for every unlocked policy). Yeah, i know, food heavy. But while i nearly always pick Mandirs (+10% food every time beats every other religious building, and could need a nerf), the last time i can remember taking ascetismn is more than 1 year ago. Ascetismn isnt that strong, but i wanted growth. Compared to civil society, which saves you now 90+ food per city, this +10 food is a minor thing.
I cant remember, having any time growth issues. If you like short time decision, farming those specialists first and ignore growth, others will be able to overtake you in population, ok, if you like it. But it feels too easy to create monstrous cities with all slots worked, not even forced to sacrifice other yields for food/growth.
The only gold issues i have are sometimes in early stage of game, and nowadays, even this disappeared. In the named game, i reached 3k gold generation +1k by events. I buy everything, only to get faster back to science generation from production. With 11 cities on a small map. I can remember a game with nebukadnezar, reaching around 4.5k gold normal and around 2k by events, also on a normal sized, peaceful empire on a small map. This is simply mindblowing.
I play civilization since Civ1, fine working your tiles to grow the city, get hammer and stuff. But the numbers in this mod are getting more and more crazy, more and more buildings with side effects. My opinion is, tune it down. I like the complexity, but some abilities are unnessecary complex, making the tracking of your decisions extremly difficult.