In theory these could be a neat idea However:
A. Your city has so many tiles that you never have to choose between building districts or working the land.
B. Districts were designed to make cities more specialized, however due to requiring a large amount of production the map placement for cities is even more restrictive than it was before. You can't rush a lighthouse/harbor on your low production coastal city for extra food and trade. Now you have to build a harbor district over 30 turns before you can leverage the ocean resources.
Districts should feel like a special bonus that make your cities stronger despite the terrain weakness. Instead they are just an extra production burden which exasperates poor map RNG.
Districts could've been a great way to balance out production, commerce, and food. Each of the 3 basic resources could build different districts. Instead they do the opposite, making commerce even weaker than it was, and food and production even more important.
A. Your city has so many tiles that you never have to choose between building districts or working the land.
B. Districts were designed to make cities more specialized, however due to requiring a large amount of production the map placement for cities is even more restrictive than it was before. You can't rush a lighthouse/harbor on your low production coastal city for extra food and trade. Now you have to build a harbor district over 30 turns before you can leverage the ocean resources.
Districts should feel like a special bonus that make your cities stronger despite the terrain weakness. Instead they are just an extra production burden which exasperates poor map RNG.
Districts could've been a great way to balance out production, commerce, and food. Each of the 3 basic resources could build different districts. Instead they do the opposite, making commerce even weaker than it was, and food and production even more important.