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The discussion is mostly irrelevant for 2.2, though. Building wide doesn't really prohibit you from also building tall. It's mostly a question of what playstyle you enjoy - wide does tend to perform better, but it also requires more micromanagement to really take full advantage of.
As for your specific question - realise that, in 2.2, planet management is fundamentally different from previously.
When you build a district or a building, 99% of the time, that building will only provide you with jobs. You can see what jobs are provided by reading the building or district description. For example, research labs provide two researcher jobs. Agriculture districts provide two farmer jobs.
Next up is the tier of the jobs. District jobs all provide worker-class jobs. Buildings, for the most part, provide specialist jobs, though there are some exceptions - for example, the Commercial Zones building provides five clerk jobs. A few buildings provide leader jobs - mainly, your capital building, though again, there are a few exceptions.
Pops will always upgrade to fill available jobs, if they are permitted. If the pops are unemployed, they will, very slowly, downgrade.
You should be very careful about buildings. Specialist jobs are very powerful, but they also all have requirements. Research labs, for example, require consumer goods - so you can't just build them alone. You'll need the Civilian Industries buildings to provide the jobs to make those consumer goods. Those jobs, however, consume minerals in order to create the consumer goods, so you'll likely need mining districts to provide the miner jobs to supply those minerals.
All buildings work in that fashion. They consume resources, often consumer goods, in order to produce other things.
You should also be very careful about upgrading buildings. Upgrades almost always cause the jobs to consume exotic resources - IE motes, crystal, or gasses. While you can use the market to buy those yourself, they very quickly become extremely expensive if you just start upgrading willy-nilly.
A good rule of thumb is to always get your worker jobs first. Only build something when you are going to have a need for it in the near future - ideally, to the point where you time it out to only be finished the month your pops arrive to fill them. Remember that you can disable buildings whos jobs are not being used; while disabled, the building won't cost you energy.
Playing tall: Staying small in size, but high tech. Only colonize some planets that are worth it and also just grab systems with lots of resouces or other stratetic benefits. Because of that you will only be some points above your admin cap and you wont have strong penelties on your reserch and tradition costs. Its quality before quantity.
Playing wide: Fat expansion but low tech. Grab everything you can get. Every system, every planet, Push your pop growth. You will have massive amounds of resouces, but your tech and tradition will stay behind, because you will bew very high above your admin cap. Its quantity before quality.
Its worth noting that as soon as you start getting colonies with population size 10 you will start to out produce the admin cap penalties resulting in a stronger science build. It only suffers in the early game when you cant compensate for the penalty using all your planets.
Before that you have several options.
Switch out normal districts to city districts, and upgrade buildings, or use market buildings. Those gives the most jobs.
Use resettlement.
Build more normal district. Without the prosperity tradition the normal districts give more job, than city districts. In early game you need one normal district for every city district to keep the job numbers for the buildings.
For getting overall extra housing/job you need new planets, or megastructures. Habitats are probably the easiest. You can't use them for mining, but they can give you plenty other stuff. Trade value for energy+consumer goods, or research, or even unity.