In the long term, the per planet production wheel is going to go away. It's too tedious and too gamey.
Something more interesting and immersive will go in its place.
If it's something based on this governor system, then it will be extremely unpopular and not a great deal of fun. This may be the single worst implementation of an automation system that I've ever encountered in 20+ years of 4X gaming. And that's not an exaggeration. It is, quite simply, terrible.
Firstly, you tech-gated them. I simply do not see any solid reason for this. At all. At the point in the game players most need to maximize output because the game is at it's slowest point, you have elected to prevent them doing so. That's just going to frustrate and annoy people, and will make rushing Interstellar Governance a required starting play. It's not immersive, it's irritating and it removes choices from the player. Both automation and complete control should be available from the start. Being force to earn not one, but BOTH through going deep into a tech tree (which you can't even get through quickly because you're stuck managing at a global level and so can't maximize output properly) is not fun.
Secondly, giving governors bonuses is going to annoy some players regardless, since it rewards automating things against micro. Micromanagers will hate that, as they're getting punished for putting more effort in. Moreover, the bonuses in question are meaninglessly small, and in no way compensate for the loss of control over the production wheel. Literally all these bonuses accomplish is to annoy a section of the community. The ideal balance would have automation be reasonably competitive with micromanagement, but allow micro to be slightly better overall. If bonuses enter into it at all, then they should go to the micromanager; after all, the Emperor is PERSONALLY overseeing Factory Planet B. Even players who prefer to automate generally agree that microing should be better, so that they can pick a small number of core worlds to micromanage.
Thirdly, the governors are completely incompetent. Their use of production is hopeless. Their build queues remain dreadful. Implementing them removes agency from the player, gives him an inconsequential buff, and makes his planets horrifically weak compared to self-managing. This means that no-one in their right mind would actually use governors on any planet they care about unless forced to do so. This means that, despite locking us out of the global wheel, the governors (which unlock at the same time) still don't actually reduce the required level of micro, as you still need to sort out all the planets and set the production wheel if you want the planet to achieve anything at all. The only time I can see myself actually electing to use a governor is on a planet that I didn't want in the first place, from a conquest or surrender.
This is a game feature that people will not want to use. It combines a high cost (the gated research) with a payoff so bad, it leaves you worse off than you were without it. This isn't Gratuitous Space Battles. Running the economy is part of the fun and challenge of a good 4X game, so much so that some players just stay at peace and play economics all game. It ultimately comes down to giving the player interesting choices, and choosing between a set of governors to run my planet badly is not a choice at all - it's an American election ( ). Automation should be there to help the player reduce micro load. It's not an area to get creative. It is bog-standard, un-sexy, nuts-and-bolts stuff which needs to exist but should be both reasonably capable and unobtrusive. The 1.3 governor system fails on both of these counts; the main effect this is going to have is that it will make people appreciate just how bad the AI is at a strategic level.
Just for a minute, let's assume that maybe there's nothing wrong with the basic production model as it stands (because there isn't). Mechanically, it's fine. There's some overproduction problems, but these can be sorted out very simply by either reducing production from population, or nerfing the output bonuses on factories, labs and markets so that we don't see planets with >1000% bonuses to the outputs. There's some AI problems, but these would be sorted if you took this 'Offset' concept and fleshed it out so that the AI could specialize planets itself effectively. These two measures would make the present system work properly. It does not require replacing outright, it just needs an AI that understands it and a little bit of balance work.
Now, I'm worried that you're implying that you'll put governors in, and then ditch the planetary wheel once they're less-than-completely-terrible and just force us to use them for what little bump in output they offer over the empire wheel. This is basically fixing the 'AI can't specialize planets properly' problem by preventing the player from specializing planets, and it is going to cause a massive uproar among the player base. It's not more immersive; it's simply taking toys out of the player's hands. It's removing options from him and dictating to him that THIS way is more fun, when he can see it isn't. Essentially, it is punishing players for playing the game well. No-one likes that. And it's unlikely to be any less tedious, as I'm still going into the govern screen, I'm just now picking a button rather than moving the slider. This is just as dull, if not worse because I now lack even the illusion of fine control. And it should not be considered 'gamey' to put all the population on a factory planet to work in factories, rather than 28% of them deciding they want to be investment bankers and another 28% deciding that they fancy being Marine Biologists.
If you want to replace the wheel, then it needs to be replaced with something that gives the player equal-or-better control over production. Otherwise, you're cutting a massive chunk out of higher-level game-play.