Make some buildings dependent on well being
For faction specific builds and high efficiency buildings, perhaps along with the science requirement, make it so they can only be built above a certain wellbeing level?
Like if you're stuck at nutrition 1, you can't build level 2 warehouses.
It would be interesting if that incentivises well being, and as you're expanding the dip in overall well being due to the colony would change game play in the short term.