To be fair, it's a bit more complicated than that and a lot hinges on how good the governors are and/or how much you can do with the coming focus buttons.
Even if we assume "no governors but still must use just the global wheel" then optimal production in a symmetric tile layout is "half farms, half output-buildings" except this symmetry is broken by the need to have some approval buildings plus the fact that the actual tile layout is random. There is, however, a sweet spot between farms and output-buildings that optimizes the total output which results in a "forced" build plan, although it does vary from planet to planet. Depending on how well the governors can specialize the planet the "output-buildings" on a single planet will then be either of a single type or a balanced mix because we are always optimizing the empire-wide total output. Giving how the game economy is designed, I'm hoping the governors will be good enough that the optimum will be in the single-type-output zone than the mixed-type-output because the latter simply results in boring planets and basically renders any focus system meaningless.
So, it's not that bad and with good enough governors and/or focus possibilities it could work giving you a game where the planetary sub-game turns into a puzzle where you have to figure out the optimum build solution for the planet so that the global output of manufacturing-research-wealth triplet is optimized for your game strategy. This isn't necessarily obvious depending on how the details are implemented in the game and that is encouraging. However, a degenerate solution is entirely possible if the games designers are not careful with the balancing and implementation which would result into "stupid and boring but still dominating" optimal strategies and thus kill the game.
Therefore repeating my plead to Stardock: Please, however you change the game, ensure that the change does NOT create an Obvious Ultimate Strategy that beats all other strategies.
A good game allows for multiple approximately equally-good approaches in how to win. A very good game makes these approaches complex enough so that the player needs to use his wits and creativity to make full use of them. A bad game doesn't.
Make a very good game, please.