They come too late to be really helpful, but you can at least use them to finish off quests that would otherwise be uncompletable.
This.
I keep thinking, "yeah, this city will be awesome, especially when I spawn an extra oil or algae off shore later..." But then it's later, I've got the tech, but the game is so close to over that it's just not worth it. Once I even thought, "I'll build more satellites this game! But I need more oil... so... first I'll spawn some offshore oil, then...." uh... that wasn't going to take long at all. The only time I actually build WC/OF are for bugged quests. I only launch solar collectors when they're free from pods. I only get Lasercom for the two Affinity victories.
The only one I build *for the yield* is Holomatrix, because Culture is the scarcest yield in the game, Virtues are always worth it, AND it gives 2/tile.
I think (and I hate to go there in yet
another thread) trade routes are the problem. If I need more Food or Production in a specific city, I can redirect trade routes. The returns are larger, AND they are more flexible because they will expire sooner. I can't move the Weather Controller, and I can't replace it for 60 turns, but I can redirect the trade route in 25 turns. For Energy, ditto, and there I don't even care what city they come in to. If there were more expensive % buildings, then using sats to make Super Production Cities and such would be worth it. Lasercom on an Academy Spam comes close.
And, obviously, Holomatrix culture is the one yield you can't get from trade routes. (a few stations excepted)