We USED to have more stuff to keep track of in Elemental, both resource wise and city building wise. But APPARENTLY it was felt this didn't add anything to the game, so it was simplified.
Also, we used to have more options in city building, not the 'one of each type of structure' thing you see now. Also, housing population was something we used to have to pay attention to, by having to build houses and such for people to live in.
These days, I pretty much max out my cities as soon as practical, structure wise. The only decision really is which of the three city types it is. Even some the city leveling choices are kind of a letdown. I found the 'old way' more immersive, even if it wasn't quite optimized yet (Elemental as a game was younger back then).
To contrast this, in Civ, and especially in Alpha Centauri, you had the need to adjust squares to maximize production, terraform them, and sometimes shift their focus (maybe convert them back to forest/fungus, etc.). Each square by itself had a small effect, but such modifications would accumulate, hence increasing your total production, etc.
By contrast, city building in Elemental simply seems to be a backdrop to armies beating up on each other. IF that is the intent, essentially just a way to produce the armies so you can beat up on each other, well then we should have more immersive combat at least. But if the city building element is supposed to entertain us and give us dilemmas to solve other than maximizing food production, which even then is pretty much 'do it when you can' not 'should you', it needs more.
One aspect in Elemental that I think gets lost/overlooked in the Elemental model is population management. Sure, Pioneers draw down a player's population. But essentially this just means 'grow your cities as fast as possible'. I would suggest that city building should be the other way around, i.e. build new cities when your population requires more living space, not build cities and they will come.
Sure, prestige will increase the rate that people show up at your door, but I think that there should be a finite amount of people available each turn, that is split between your existing cities, favoring the larger cities that still have room. Also, if your empire/kingdom doesn't 'feel' like a safe place to live, well less people might show up - they feel safer out in the wilds then with a target painted on their back so to speak.
Unrest sorta does this, but again it's 'they are there, you just need to attract them', not 'you have x people arriving at your doorstep, where should they live?'. And sure, baby making will increase your population as well, but overall I think the 'build new city' decision needs to be more driven by 'how can I staff the new city, and will I draw down too much population for my other cities to be effective?', not 'I have more cities so my citizens are more scared now'... This model would help immensely with pioneer spam, among other things...