This addresses both a "bug" and a "feature."
The "specialist count" on say, a study, that would cause your first city to require 1 citizen, your second to require 2, etc. was, as I understand it, added last version and removed for this one. This specialist stacking also applied for special (non-spam) buildings like schools, command posts, etc. The specialist stacking for these buildings is still around.
A bug that I saw brought up a few times was that these special buildings would *always* be available if you had enough citizens for the first one, regardless of how many you had built. So, for instance, if you had 35 available citizens, you could build your second command post- and then be 35 citizens in the red because this building in fact cost you 70 citizens. This bug has not been fixed and is, IMHO, a game-breaking one and I don't think I'll be able to enjoy the game (which I probably would otherwise) until it is fixed.
So there's the bug report. But secondly, haven't you got it backwards? If you want to avoid study spam, then I think it's a great idea to ramp up their costs for how many you build up to some limit. Same for workshops, lore shops, etc. But these other buildings, like command posts, markets, merchants were *never spammable to begin with*. They take a lot more turns to build and a lot more citizens and have a hard-coded limit per city. So what is the reason for keeping the specialist cost associated with them, especially if they have this persistent bug?