Txurce
Deity
That said, I found the more significant penalty for having unhappy cities is that unit production costs more (roughly double?) in unhappy cities. Not sure what your experience with that is?
I feel like I should be asking how play is intended at this point though. Are we expected to be managing specialists manually if we want more great people? Particularly, is it intended to manually manage specialists more for Artistry to be worth investing in relative to Fealty or Statecraft? I'm willing to do that, but it's not something I've needed to do in previous versions. So I'm not quite sure how gameplay is intended to feel (how much micro is necessary, how significant are the payoffs).
Something odd occurs in the city panel sometimes where it reads x turns to build a unit, then when I click on it, the number changes to 2x. This is a lot more than 10%, obviously, and my response has been to not build units there. TBH, I haven't spent time figuring out what's going on.
This leads to your larger point about how we're supposed to be playing with the new system. Broad strokes, I think it's too early to say definitively. My sense, though, is that it's a terrific improvement partly because there's no simple go-to answer. To optimize, you have to make a decision about trade-offs that is not so cut and dried.
That said, I think tu_79's comments are on point. It's essentially what I've been doing. In my own case, I've always manually assigned all my GP production, so there's no adjustment necessary in terms of process.