IMO, biggest problem for Happiness is prioritizing growth over infrastructure. Every time I'm working a growth tile, I need to be able to justify it to myself: what am I growing for? If I go up by one Citizen, what would that Citizen work? Because if he is going to be working e.g. an unimproved Forest tile at 2

1

, what was the point? 2

is net neutral (one Citizen consumes 2

), and 1

is rarely even minimally close to compensating for a new Citizen after, say, Classical at the latest. Suppose your City currently has 20

. +1

is a mere 5% speed increase, which is not worth an additional +1

. I see so many people assigning their Citizens to growth tiles when they have no specific goal in mind from said growth. You need to be constantly thinking: what tiles are good for me to work? What tiles are just going to slow me down?
This is a
good thing for players to be thinking. The only problem I have with the present set-up is by the time you can realize you've overgrown, it is really hard to fix the problem - it takes a lot of turns to row back from low happiness, and if you accelerated into high-growth far enough, there can be sudden massive system shocks that come out of nowhere and hit you hard. Every-time someone contributes a save where they have a massive unhappiness swing, I predict they have overly populous cities, and, yep, correct every single time.
However, I am not all sure that using

as a buffer works. Why not? Because it doesn't "teach" you what went wrong. Say you hit massive unhappiness, and you have your

buffer. What are you going to do? Well, maybe beeline techs for Need reductions, but that's not really teaching players what they did wrong in the long-term and I think it creates a false equilibrium, where poor players will just use

as a crutch because the actual solution is non-obvious.
I am strongly convinced
@Gazebo should instead look at a Citizen Migration mechanic. Unhappy Citizens should consider moving to a) a City in the same Empire with positive Happiness, or b) if none is available, move to a City with positive Happiness is a nearby Civ. Why is this a better solution? Because it teaches players not to overprioritize growth. There's no point in growing if your Citizens just keep defecting, so what you'll do is lower growth... which is one of the best ways to fix Happiness problems. Now the 'release valve' is
also a learning mechanism.